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MeshPhysicalMaterial: added clipping support

WestLangley 9 ani în urmă
părinte
comite
46bf4f5540

+ 3 - 0
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

@@ -39,9 +39,12 @@ varying vec3 vViewPosition;
 #include <roughnessmap_pars_fragment>
 #include <roughnessmap_pars_fragment>
 #include <metalnessmap_pars_fragment>
 #include <metalnessmap_pars_fragment>
 #include <logdepthbuf_pars_fragment>
 #include <logdepthbuf_pars_fragment>
+#include <clipping_planes_pars_fragment>
 
 
 void main() {
 void main() {
 
 
+	#include <clipping_planes_fragment>
+
 	vec4 diffuseColor = vec4( diffuse, opacity );
 	vec4 diffuseColor = vec4( diffuse, opacity );
 	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
 	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
 	vec3 totalEmissiveRadiance = emissive;
 	vec3 totalEmissiveRadiance = emissive;

+ 2 - 0
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl

@@ -19,6 +19,7 @@ varying vec3 vViewPosition;
 #include <shadowmap_pars_vertex>
 #include <shadowmap_pars_vertex>
 #include <specularmap_pars_fragment>
 #include <specularmap_pars_fragment>
 #include <logdepthbuf_pars_vertex>
 #include <logdepthbuf_pars_vertex>
+#include <clipping_planes_pars_vertex>
 
 
 void main() {
 void main() {
 
 
@@ -44,6 +45,7 @@ void main() {
 	#include <skinning_vertex>
 	#include <skinning_vertex>
 	#include <project_vertex>
 	#include <project_vertex>
 	#include <logdepthbuf_vertex>
 	#include <logdepthbuf_vertex>
+	#include <clipping_planes_vertex>
 
 
 	vViewPosition = - mvPosition.xyz;
 	vViewPosition = - mvPosition.xyz;