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Эх сурвалжийг харах

Revert "WebGLRenderer: Ignore map alpha in opaque materials."

This reverts commit 84c16ed8e1baf49dba036ec72bab7d6916075e76.
Mr.doob 5 жил өмнө
parent
commit
4361a31b1a

+ 0 - 2
src/renderers/shaders/ShaderChunk.js

@@ -84,7 +84,6 @@ import skinning_vertex from './ShaderChunk/skinning_vertex.glsl.js';
 import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl.js';
 import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl.js';
 import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl.js';
-import transparent_fragment from './ShaderChunk/transparent_fragment.glsl.js';
 import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl.js';
 import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl.js';
 import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl.js';
@@ -215,7 +214,6 @@ export var ShaderChunk = {
 	skinnormal_vertex: skinnormal_vertex,
 	specularmap_fragment: specularmap_fragment,
 	specularmap_pars_fragment: specularmap_pars_fragment,
-	transparent_fragment: transparent_fragment,
 	tonemapping_fragment: tonemapping_fragment,
 	tonemapping_pars_fragment: tonemapping_pars_fragment,
 	uv_pars_fragment: uv_pars_fragment,

+ 1 - 0
src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js

@@ -2,6 +2,7 @@ export default /* glsl */`
 #ifdef ALPHATEST
 
 	if ( diffuseColor.a < ALPHATEST ) discard;
+	diffuseColor.a = 1.0;
 
 #endif
 `;

+ 0 - 7
src/renderers/shaders/ShaderChunk/transparent_fragment.glsl.js

@@ -1,7 +0,0 @@
-export default /* glsl */`
-#ifndef TRANSPARENT
-
-	diffuseColor.a = 1.0;
-
-#endif
-`;

+ 1 - 2
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js

@@ -35,14 +35,13 @@ void main() {
 	#include <color_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 	#include <specularmap_fragment>
 
 	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
 
 	// accumulation (baked indirect lighting only)
 	#ifdef USE_LIGHTMAP
-
+	
 		vec4 lightMapTexel= texture2D( lightMap, vUv2 );
 		reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
 

+ 0 - 1
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js

@@ -48,7 +48,6 @@ void main() {
 	#include <color_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 	#include <specularmap_fragment>
 	#include <emissivemap_fragment>
 

+ 0 - 1
src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js

@@ -34,7 +34,6 @@ void main() {
 	#include <map_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 	#include <normal_fragment_begin>
 	#include <normal_fragment_maps>
 

+ 0 - 1
src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js

@@ -45,7 +45,6 @@ void main() {
 	#include <color_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 	#include <specularmap_fragment>
 	#include <normal_fragment_begin>
 	#include <normal_fragment_maps>

+ 0 - 1
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js

@@ -85,7 +85,6 @@ void main() {
 	#include <color_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 	#include <roughnessmap_fragment>
 	#include <metalnessmap_fragment>
 	#include <normal_fragment_begin>

+ 0 - 1
src/renderers/shaders/ShaderLib/meshtoon_frag.glsl.js

@@ -43,7 +43,6 @@ void main() {
 	#include <color_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 	#include <specularmap_fragment>
 	#include <normal_fragment_begin>
 	#include <normal_fragment_maps>

+ 0 - 1
src/renderers/shaders/ShaderLib/points_frag.glsl.js

@@ -20,7 +20,6 @@ void main() {
 	#include <map_particle_fragment>
 	#include <color_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 
 	outgoingLight = diffuseColor.rgb;
 

+ 0 - 1
src/renderers/shaders/ShaderLib/sprite_frag.glsl.js

@@ -21,7 +21,6 @@ void main() {
 	#include <map_fragment>
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
-	#include <transparent_fragment>
 
 	outgoingLight = diffuseColor.rgb;
 

+ 0 - 1
src/renderers/webgl/WebGLProgram.js

@@ -623,7 +623,6 @@ function WebGLProgram( renderer, cacheKey, parameters ) {
 			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
 
 			parameters.dithering ? '#define DITHERING' : '',
-			parameters.transparent ? '#define TRANSPARENT' : '',
 
 			( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
 				ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below

+ 1 - 2
src/renderers/webgl/WebGLPrograms.js

@@ -49,7 +49,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
 		"numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
 		"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
 		"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
-		"sheen", "transparent"
+		"sheen"
 	];
 
 	function getShaderObject( material, shaderID ) {
@@ -260,7 +260,6 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
 			numClipIntersection: nClipIntersection,
 
 			dithering: material.dithering,
-			transparent: material.transparent,
 
 			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
 			shadowMapType: renderer.shadowMap.type,