Browse Source

Renamed mPosition => worldPosition in shaders.

alteredq 12 years ago
parent
commit
886ba4de3e

+ 15 - 15
build/three.js

@@ -13830,19 +13830,19 @@ THREE.ShaderChunk = {
 
 			"#ifdef USE_SKINNING",
 
-				"vec4 mPosition = modelMatrix * skinned;",
+				"vec4 worldPosition = modelMatrix * skinned;",
 
 			"#endif",
 
 			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
 
-				"vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
 
 			"#endif",
 
 			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
 
-				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 			"#endif",
 
@@ -13858,11 +13858,11 @@ THREE.ShaderChunk = {
 
 			"if ( useRefract ) {",
 
-				"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
+				"vReflect = refract( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
 
 			"} else {",
 
-				"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
+				"vReflect = reflect( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
 
 			"}",
 
@@ -14277,7 +14277,7 @@ THREE.ShaderChunk = {
 				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
 				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
 
-				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
 
 				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
 
@@ -14442,7 +14442,7 @@ THREE.ShaderChunk = {
 
 		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
 
-			"vWorldPosition = mPosition.xyz;",
+			"vWorldPosition = worldPosition.xyz;",
 
 		"#endif"
 
@@ -15353,7 +15353,7 @@ THREE.ShaderChunk = {
 
 			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
-				"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
+				"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
 
 			"}",
 
@@ -25153,11 +25153,11 @@ THREE.ShaderUtils = {
 				"void main() {",
 
 					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 					"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
 
-					"vec3 I = mPosition.xyz - cameraPosition;",
+					"vec3 I = worldPosition.xyz - cameraPosition;",
 
 					"vReflect = reflect( I, nWorld );",
 					"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
@@ -25789,13 +25789,13 @@ THREE.ShaderUtils = {
 					//
 
 					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-					"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
 
 					"gl_Position = projectionMatrix * mvPosition;",
 
 					//
 
-					"vWorldPosition = mPosition.xyz;",
+					"vWorldPosition = worldPosition.xyz;",
 					"vViewPosition = -mvPosition.xyz;",
 
 					// shadows
@@ -25804,7 +25804,7 @@ THREE.ShaderUtils = {
 
 						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
-							"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
+							"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
 
 						"}",
 
@@ -25831,8 +25831,8 @@ THREE.ShaderUtils = {
 
 				"void main() {",
 
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
-					"vViewPosition = cameraPosition - mPosition.xyz;",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+					"vViewPosition = cameraPosition - worldPosition.xyz;",
 
 					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 

File diff suppressed because it is too large
+ 2 - 2
build/three.min.js


+ 3 - 3
examples/js/ShaderSkin.js

@@ -319,7 +319,7 @@ THREE.ShaderSkin = {
 			"void main() {",
 
 				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 				"vViewPosition = -mvPosition.xyz;",
 
@@ -641,7 +641,7 @@ THREE.ShaderSkin = {
 
 			"void main() {",
 
-				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 
@@ -730,7 +730,7 @@ THREE.ShaderSkin = {
 
 			"void main() {",
 
-				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 

+ 2 - 2
examples/js/ShaderTerrain.js

@@ -349,12 +349,12 @@ THREE.ShaderTerrain = {
 					"float df = uDisplacementScale * dv.x + uDisplacementBias;",
 					"vec3 displacedPosition = normal * df + position;",
 
-					"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
 					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
 
 				"#else",
 
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 
 				"#endif",

+ 2 - 2
examples/js/ShaderToon.js

@@ -32,13 +32,13 @@ THREE.ShaderToon = {
 
 		"void main() {",
 
-			"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+			"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 			"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 			"vec3 nWorld = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
 
 			"vNormal = normalize( normalMatrix * normal );",
 
-			"vec3 I = mPosition.xyz - cameraPosition;",
+			"vec3 I = worldPosition.xyz - cameraPosition;",
 			"vRefract = refract( normalize( I ), nWorld, 1.02 );",
 
 			"gl_Position = projectionMatrix * mvPosition;",

+ 6 - 5
examples/webgl_lights_hemisphere.html

@@ -59,14 +59,14 @@
 
 		<script type="x-shader/x-vertex" id="vertexShader">
 
-			varying vec3 worldPosition;
+			varying vec3 vWorldPosition;
 
 			void main() {
 
-				vec4 mPosition = modelMatrix * vec4( position, 1.0 );
+				vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
+				vWorldPosition = worldPosition.xyz;
 
 				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
-				worldPosition = mPosition.xyz;
 
 			}
 
@@ -79,16 +79,17 @@
 			uniform float offset;
 			uniform float exponent;
 
-			varying vec3 worldPosition;
+			varying vec3 vWorldPosition;
 
 			void main() {
 
-				float h = normalize( worldPosition + offset ).y;
+				float h = normalize( vWorldPosition + offset ).y;
 				gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
 
 			}
 
 		</script>
+
 		<script>
 
 			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

+ 5 - 5
examples/webgl_materials_lightmap.html

@@ -33,14 +33,14 @@
 
 		<script type="x-shader/x-vertex" id="vertexShader">
 
-			varying vec3 worldPosition;
+			varying vec3 vWorldPosition;
 
 			void main() {
 
-				vec4 mPosition = modelMatrix * vec4( position, 1.0 );
+				vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
+				vWorldPosition = worldPosition.xyz;
 
 				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
-				worldPosition = mPosition.xyz;
 
 			}
 
@@ -53,11 +53,11 @@
 			uniform float offset;
 			uniform float exponent;
 
-			varying vec3 worldPosition;
+			varying vec3 vWorldPosition;
 
 			void main() {
 
-				float h = normalize( worldPosition + offset ).y;
+				float h = normalize( vWorldPosition + offset ).y;
 				gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
 
 			}

+ 7 - 7
src/extras/ShaderUtils.js

@@ -71,11 +71,11 @@ THREE.ShaderUtils = {
 				"void main() {",
 
 					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 					"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
 
-					"vec3 I = mPosition.xyz - cameraPosition;",
+					"vec3 I = worldPosition.xyz - cameraPosition;",
 
 					"vReflect = reflect( I, nWorld );",
 					"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
@@ -707,13 +707,13 @@ THREE.ShaderUtils = {
 					//
 
 					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-					"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+					"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
 
 					"gl_Position = projectionMatrix * mvPosition;",
 
 					//
 
-					"vWorldPosition = mPosition.xyz;",
+					"vWorldPosition = worldPosition.xyz;",
 					"vViewPosition = -mvPosition.xyz;",
 
 					// shadows
@@ -722,7 +722,7 @@ THREE.ShaderUtils = {
 
 						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
-							"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
+							"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
 
 						"}",
 
@@ -749,8 +749,8 @@ THREE.ShaderUtils = {
 
 				"void main() {",
 
-					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
-					"vViewPosition = cameraPosition - mPosition.xyz;",
+					"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+					"vViewPosition = cameraPosition - worldPosition.xyz;",
 
 					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
 

+ 8 - 8
src/renderers/WebGLShaders.js

@@ -159,19 +159,19 @@ THREE.ShaderChunk = {
 
 			"#ifdef USE_SKINNING",
 
-				"vec4 mPosition = modelMatrix * skinned;",
+				"vec4 worldPosition = modelMatrix * skinned;",
 
 			"#endif",
 
 			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
 
-				"vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
 
 			"#endif",
 
 			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
 
-				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
 
 			"#endif",
 
@@ -187,11 +187,11 @@ THREE.ShaderChunk = {
 
 			"if ( useRefract ) {",
 
-				"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
+				"vReflect = refract( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
 
 			"} else {",
 
-				"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
+				"vReflect = reflect( normalize( worldPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
 
 			"}",
 
@@ -606,7 +606,7 @@ THREE.ShaderChunk = {
 				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
 				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
 
-				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
 
 				"if ( spotEffect > spotLightAngleCos[ i ] ) {",
 
@@ -771,7 +771,7 @@ THREE.ShaderChunk = {
 
 		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
 
-			"vWorldPosition = mPosition.xyz;",
+			"vWorldPosition = worldPosition.xyz;",
 
 		"#endif"
 
@@ -1682,7 +1682,7 @@ THREE.ShaderChunk = {
 
 			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
 
-				"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",
+				"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
 
 			"}",
 

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