Browse Source

Fixing the JS examples to include the fog pieces

Kevin Schmidt 8 years ago
parent
commit
5b9f1d1f60

+ 7 - 1
examples/js/ShaderSkin.js

@@ -266,6 +266,7 @@ THREE.ShaderSkin = {
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "lights_pars" ],
 			THREE.ShaderChunk[ "lights_pars" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+			THREE.ShaderChunk[ "fog_pars_vertex" ],
 
 
 			"void main() {",
 			"void main() {",
 
 
@@ -281,6 +282,7 @@ THREE.ShaderSkin = {
 				"gl_Position = projectionMatrix * mvPosition;",
 				"gl_Position = projectionMatrix * mvPosition;",
 
 
 				THREE.ShaderChunk[ "shadowmap_vertex" ],
 				THREE.ShaderChunk[ "shadowmap_vertex" ],
+				THREE.ShaderChunk[ "fog_vertex" ],
 
 
 			"}"
 			"}"
 
 
@@ -569,6 +571,7 @@ THREE.ShaderSkin = {
 			"varying vec3 vViewPosition;",
 			"varying vec3 vViewPosition;",
 
 
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "fog_pars_vertex" ],
 
 
 			"void main() {",
 			"void main() {",
 
 
@@ -597,7 +600,10 @@ THREE.ShaderSkin = {
 
 
 				"#endif",
 				"#endif",
 
 
-			"}"
+        THREE.ShaderChunk[ "fog_vertex" ],
+
+			"}",
+
 
 
 		].join( "\n" ),
 		].join( "\n" ),
 
 

+ 2 - 0
examples/js/ShaderTerrain.js

@@ -268,6 +268,7 @@ THREE.ShaderTerrain = {
 			"varying vec3 vViewPosition;",
 			"varying vec3 vViewPosition;",
 
 
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+			THREE.ShaderChunk[ "fog_pars_vertex" ],
 
 
 			"void main() {",
 			"void main() {",
 
 
@@ -312,6 +313,7 @@ THREE.ShaderTerrain = {
 				"vNormal = normalMatrix * normalTex;",
 				"vNormal = normalMatrix * normalTex;",
 
 
 				THREE.ShaderChunk[ "shadowmap_vertex" ],
 				THREE.ShaderChunk[ "shadowmap_vertex" ],
+				THREE.ShaderChunk[ "fog_vertex" ],
 
 
 			"}"
 			"}"
 
 

+ 5 - 0
examples/js/WaterShader.js

@@ -32,12 +32,17 @@ THREE.ShaderLib[ 'water' ] = {
 		'varying vec4 mirrorCoord;',
 		'varying vec4 mirrorCoord;',
 		'varying vec3 worldPosition;',
 		'varying vec3 worldPosition;',
 
 
+    THREE.ShaderChunk[ "fog_pars_vertex"],
+
 		'void main()',
 		'void main()',
 		'{',
 		'{',
 		'	mirrorCoord = modelMatrix * vec4( position, 1.0 );',
 		'	mirrorCoord = modelMatrix * vec4( position, 1.0 );',
 		'	worldPosition = mirrorCoord.xyz;',
 		'	worldPosition = mirrorCoord.xyz;',
 		'	mirrorCoord = textureMatrix * mirrorCoord;',
 		'	mirrorCoord = textureMatrix * mirrorCoord;',
 		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
 		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
+
+		THREE.ShaderChunk[ "fog_vertex"],
+
 		'}'
 		'}'
 	].join( '\n' ),
 	].join( '\n' ),
 
 

+ 5 - 1
examples/js/effects/OutlineEffect.js

@@ -75,6 +75,8 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
 
 
 	var vertexShaderChunk = [
 	var vertexShaderChunk = [
 
 
+		"#include <fog_pars_vertex>",
+
 		"uniform float outlineThickness;",
 		"uniform float outlineThickness;",
 
 
 		"vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
 		"vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
@@ -109,7 +111,9 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
 		"	gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
 		"	gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
 		"#else",
 		"#else",
 		"	gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
 		"	gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
-		"#endif"
+		"#endif",
+
+		"#include <fog_vertex>"
 
 
 	].join( "\n" );
 	].join( "\n" );
 
 

+ 3 - 1
examples/js/nodes/materials/PhongNode.js

@@ -46,6 +46,7 @@ THREE.PhongNode.prototype.build = function( builder ) {
 			"#endif",
 			"#endif",
 
 
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "fog_parse_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
@@ -66,7 +67,8 @@ THREE.PhongNode.prototype.build = function( builder ) {
 
 
 			"#endif",
 			"#endif",
 
 
-				THREE.ShaderChunk[ "begin_vertex" ]
+				THREE.ShaderChunk[ "begin_vertex" ],
+        THREE.ShaderChunk[ "fog_vertex" ]
 		];
 		];
 
 
 		if ( transform ) {
 		if ( transform ) {

+ 3 - 1
examples/js/nodes/materials/StandardNode.js

@@ -51,6 +51,7 @@ THREE.StandardNode.prototype.build = function( builder ) {
 			"#endif",
 			"#endif",
 
 
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "common" ],
+			THREE.ShaderChunk[ "fog_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "skinning_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
@@ -71,7 +72,8 @@ THREE.StandardNode.prototype.build = function( builder ) {
 
 
 			"#endif",
 			"#endif",
 
 
-			THREE.ShaderChunk[ "begin_vertex" ]
+			THREE.ShaderChunk[ "begin_vertex" ],
+			THREE.ShaderChunk[ "fog_vertex" ]        
 		];
 		];
 
 
 		if ( transform ) {
 		if ( transform ) {