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Merge pull request #15080 from WestLangley/dev-glsl_world_dir

Cube and Equirect shaders: improve nomenclature
Mr.doob vor 6 Jahren
Ursprung
Commit
591c558a4f

+ 2 - 2
src/renderers/shaders/ShaderLib/cube_frag.glsl

@@ -2,11 +2,11 @@ uniform samplerCube tCube;
 uniform float tFlip;
 uniform float opacity;
 
-varying vec3 vWorldPosition;
+varying vec3 vWorldDirection;
 
 void main() {
 
-	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
+	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
 	gl_FragColor.a *= opacity;
 
 }

+ 2 - 2
src/renderers/shaders/ShaderLib/cube_vert.glsl

@@ -1,10 +1,10 @@
-varying vec3 vWorldPosition;
+varying vec3 vWorldDirection;
 
 #include <common>
 
 void main() {
 
-	vWorldPosition = transformDirection( position, modelMatrix );
+	vWorldDirection = transformDirection( position, modelMatrix );
 
 	#include <begin_vertex>
 	#include <project_vertex>

+ 2 - 2
src/renderers/shaders/ShaderLib/equirect_frag.glsl

@@ -1,12 +1,12 @@
 uniform sampler2D tEquirect;
 
-varying vec3 vWorldPosition;
+varying vec3 vWorldDirection;
 
 #include <common>
 
 void main() {
 
-	vec3 direction = normalize( vWorldPosition );
+	vec3 direction = normalize( vWorldDirection );
 
 	vec2 sampleUV;
 

+ 2 - 2
src/renderers/shaders/ShaderLib/equirect_vert.glsl

@@ -1,10 +1,10 @@
-varying vec3 vWorldPosition;
+varying vec3 vWorldDirection;
 
 #include <common>
 
 void main() {
 
-	vWorldPosition = transformDirection( position, modelMatrix );
+	vWorldDirection = transformDirection( position, modelMatrix );
 
 	#include <begin_vertex>
 	#include <project_vertex>