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WebGLRenderer: MAX_SHADOWS to NUM_SHADOWS renaming.

Mr.doob 9 years ago
parent
commit
4099b1bf27

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl

@@ -1,6 +1,6 @@
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
-	for ( int i = 0; i < MAX_SHADOWS; i ++ ) {
+	for ( int i = 0; i < NUM_SHADOWS; i ++ ) {
 
 
 		float texelSizeY =  1.0 / shadowMapSize[ i ].y;
 		float texelSizeY =  1.0 / shadowMapSize[ i ].y;
 
 

+ 5 - 5
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

@@ -1,12 +1,12 @@
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
-	uniform sampler2D shadowMap[ MAX_SHADOWS ];
-	uniform vec2 shadowMapSize[ MAX_SHADOWS ];
+	uniform sampler2D shadowMap[ NUM_SHADOWS ];
+	uniform vec2 shadowMapSize[ NUM_SHADOWS ];
 
 
-	uniform float shadowDarkness[ MAX_SHADOWS ];
-	uniform float shadowBias[ MAX_SHADOWS ];
+	uniform float shadowDarkness[ NUM_SHADOWS ];
+	uniform float shadowBias[ NUM_SHADOWS ];
 
 
-	varying vec4 vShadowCoord[ MAX_SHADOWS ];
+	varying vec4 vShadowCoord[ NUM_SHADOWS ];
 
 
 	float unpackDepth( const in vec4 rgba_depth ) {
 	float unpackDepth( const in vec4 rgba_depth ) {
 
 

+ 3 - 3
src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl

@@ -1,7 +1,7 @@
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
-	uniform float shadowDarkness[ MAX_SHADOWS ];
-	uniform mat4 shadowMatrix[ MAX_SHADOWS ];
-	varying vec4 vShadowCoord[ MAX_SHADOWS ];
+	uniform float shadowDarkness[ NUM_SHADOWS ];
+	uniform mat4 shadowMatrix[ NUM_SHADOWS ];
+	varying vec4 vShadowCoord[ NUM_SHADOWS ];
 
 
 #endif
 #endif

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl

@@ -1,6 +1,6 @@
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
-	for ( int i = 0; i < MAX_SHADOWS; i ++ ) {
+	for ( int i = 0; i < NUM_SHADOWS; i ++ ) {
 
 
 			vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;
 			vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;
 
 

+ 2 - 2
src/renderers/webgl/WebGLProgram.js

@@ -250,7 +250,7 @@ THREE.WebGLProgram = ( function () {
 				'#define NUM_SPOT_LIGHTS ' + parameters.numSpotLights,
 				'#define NUM_SPOT_LIGHTS ' + parameters.numSpotLights,
 				'#define NUM_HEMI_LIGHTS ' + parameters.numHemiLights,
 				'#define NUM_HEMI_LIGHTS ' + parameters.numHemiLights,
 
 
-				'#define MAX_SHADOWS ' + parameters.maxShadows,
+				'#define NUM_SHADOWS ' + parameters.numShadows,
 
 
 				'#define MAX_BONES ' + parameters.maxBones,
 				'#define MAX_BONES ' + parameters.maxBones,
 
 
@@ -361,7 +361,7 @@ THREE.WebGLProgram = ( function () {
 				'#define NUM_SPOT_LIGHTS ' + parameters.numSpotLights,
 				'#define NUM_SPOT_LIGHTS ' + parameters.numSpotLights,
 				'#define NUM_HEMI_LIGHTS ' + parameters.numHemiLights,
 				'#define NUM_HEMI_LIGHTS ' + parameters.numHemiLights,
 
 
-				'#define MAX_SHADOWS ' + parameters.maxShadows,
+				'#define NUM_SHADOWS ' + parameters.numShadows,
 
 
 				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
 				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
 
 

+ 2 - 2
src/renderers/webgl/WebGLPrograms.js

@@ -22,7 +22,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 		"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
 		"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
 		"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
 		"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
 		"maxMorphTargets", "maxMorphNormals", "numDirLights", "numPointLights",
 		"maxMorphTargets", "maxMorphNormals", "numDirLights", "numPointLights",
-		"numSpotLights", "numHemiLights", "maxShadows", "shadowMapEnabled", "pointLightShadows",
+		"numSpotLights", "numHemiLights", "numShadows", "shadowMapEnabled", "pointLightShadows",
 		"shadowMapType", "shadowMapDebug", "alphaTest", "doubleSided",
 		"shadowMapType", "shadowMapDebug", "alphaTest", "doubleSided",
 		"flipSided"
 		"flipSided"
 	];
 	];
@@ -136,7 +136,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 			numSpotLights: lights.spot.length,
 			numSpotLights: lights.spot.length,
 			numHemiLights: lights.hemi.length,
 			numHemiLights: lights.hemi.length,
 
 
-			maxShadows: lights.shadows.length,
+			numShadows: lights.shadows.length,
 			pointLightShadows: lights.shadowsPointLight,
 			pointLightShadows: lights.shadowsPointLight,
 
 
 			shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
 			shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,