فهرست منبع

Renamed DITHERING defines in shaders

Brian Chirls 8 سال پیش
والد
کامیت
88b397eede
2فایلهای تغییر یافته به همراه2 افزوده شده و 2 حذف شده
  1. 1 1
      src/renderers/shaders/ShaderChunk/dithering_fragment.glsl
  2. 1 1
      src/renderers/webgl/WebGLProgram.js

+ 1 - 1
src/renderers/shaders/ShaderChunk/dithering_fragment.glsl

@@ -1,4 +1,4 @@
-#if defined( REMOVE_BANDING )
+#if defined( DITHERING )
 
   gl_FragColor.rgb = dithering( gl_FragColor.rgb );
 

+ 1 - 1
src/renderers/webgl/WebGLProgram.js

@@ -477,7 +477,7 @@ function WebGLProgram( renderer, code, material, parameters ) {
 			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '',  // this code is required here because it is used by the toneMapping() function defined below
 			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',
 
-			parameters.dithering ? '#define REMOVE_BANDING' : '',
+			parameters.dithering ? '#define DITHERING' : '',
 			parameters.dithering ? ShaderChunk[ 'dithering_pars_fragment' ] : '',
 
 			( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below