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get macros for encodings working.

Ben Houston 9 years ago
parent
commit
57432f03de

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

@@ -2,10 +2,10 @@
 
 	uniform sampler2D emissiveMap;
 
-	vec4 emissiveMapTexelToLinear( vec4 texel ) {
+	vec4 emissiveMapTexelToLinear( vec4 value ) {
 		#define DECODE_MACRO EMISSIVEMAP_ENCODING
-			#include "encoding_template.glsl"
-		#undef DECODE_MACRO
+			#include <encoding_template>
+		#undef MACRO_DECODE
 	}
 
 #endif

+ 2 - 1
src/renderers/shaders/ShaderChunk/encodings.glsl

@@ -38,7 +38,7 @@ vec4 LinearToRGBE( in vec4 value ) {
   float fExp = ceil( log2(maxComponent) );
   return vec4( value.rgb / exp2(fExp), (fExp + 128.0) / 255.0 );
 }
-
+/*
 vec4 EncodingToLinear( in vec4 value, in int fromEncoding ) {
 
   switch( fromEncoding ) {
@@ -102,3 +102,4 @@ vec4 LinearToEncoding( in vec4 value, in int toEncoding )
   }
 
 }
+*/

+ 4 - 4
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl

@@ -11,10 +11,10 @@
 	#endif
 	uniform float flipEnvMap;
 
-	vec4 envMapTexelToLinear( vec4 texel ) {
-		#define DECODE_MACRO ENVMAP_ENCODING
-			#include "encoding_template.glsl"
-		#undef DECODE_MACRO
+	vec4 envMapTexelToLinear( vec4 value ) {
+		#define MACRO_DECODE ENVMAP_ENCODING
+			#include <encoding_template>
+		#undef MACRO_DECODE
 	}
 
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )

+ 4 - 4
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl

@@ -2,10 +2,10 @@
 
 	uniform sampler2D map;
 
-	vec4 mapTexelToLinear( vec4 texel ) {
-		#define DECODE_MACRO MAP_ENCODING
-			#include "encoding_template.glsl"
-		#undef DECODE_MACRO
+	vec4 mapTexelToLinear( vec4 value ) {
+		#define MACRO_DECODE MAP_ENCODING
+			#include <encoding_template>
+		#undef MACRO_DECODE
 	}
 
 #endif

+ 3 - 3
src/renderers/shaders/ShaderLib.js

@@ -204,6 +204,7 @@ THREE.ShaderLib = {
 			"#endif",
 
 			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "encodings" ],
 			THREE.ShaderChunk[ "color_pars_fragment" ],
 			THREE.ShaderChunk[ "uv_pars_fragment" ],
 			THREE.ShaderChunk[ "uv2_pars_fragment" ],
@@ -214,7 +215,6 @@ THREE.ShaderLib = {
 			THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
 			THREE.ShaderChunk[ "envmap_pars_fragment" ],
 			THREE.ShaderChunk[ "bsdfs" ],
-			THREE.ShaderChunk[ "encodings" ],
 			THREE.ShaderChunk[ "ambient_pars" ],
 			THREE.ShaderChunk[ "lights_pars" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
@@ -369,6 +369,7 @@ THREE.ShaderLib = {
 			"uniform float opacity;",
 
 			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "encodings" ],
 			THREE.ShaderChunk[ "color_pars_fragment" ],
 			THREE.ShaderChunk[ "uv_pars_fragment" ],
 			THREE.ShaderChunk[ "uv2_pars_fragment" ],
@@ -380,7 +381,6 @@ THREE.ShaderLib = {
 			THREE.ShaderChunk[ "envmap_pars_fragment" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
 			THREE.ShaderChunk[ "bsdfs" ],
-			THREE.ShaderChunk[ "encodings" ],
 			THREE.ShaderChunk[ "ambient_pars" ],
 			THREE.ShaderChunk[ "lights_pars" ],
 			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
@@ -533,6 +533,7 @@ THREE.ShaderLib = {
 			"#endif",
 
 			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "encodings" ],
 			THREE.ShaderChunk[ "color_pars_fragment" ],
 			THREE.ShaderChunk[ "uv_pars_fragment" ],
 			THREE.ShaderChunk[ "uv2_pars_fragment" ],
@@ -544,7 +545,6 @@ THREE.ShaderLib = {
 			THREE.ShaderChunk[ "envmap_pars_fragment" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
 			THREE.ShaderChunk[ "bsdfs" ],
-			THREE.ShaderChunk[ "encodings" ],
 			THREE.ShaderChunk[ "ambient_pars" ],
 			THREE.ShaderChunk[ "lights_pars" ],
 			THREE.ShaderChunk[ "lights_standard_pars_fragment" ],