|
@@ -154,16 +154,16 @@ THREE.WebGLProgram = ( function () {
|
|
|
|
|
|
var program = gl.createProgram();
|
|
|
|
|
|
- var prefix_vertex, prefix_fragment;
|
|
|
+ var prefixVertex, prefixFragment;
|
|
|
|
|
|
if ( material instanceof THREE.RawShaderMaterial ) {
|
|
|
|
|
|
- prefix_vertex = '';
|
|
|
- prefix_fragment = '';
|
|
|
+ prefixVertex = '';
|
|
|
+ prefixFragment = '';
|
|
|
|
|
|
} else {
|
|
|
|
|
|
- prefix_vertex = [
|
|
|
+ prefixVertex = [
|
|
|
|
|
|
'precision ' + parameters.precision + ' float;',
|
|
|
'precision ' + parameters.precision + ' int;',
|
|
@@ -270,7 +270,7 @@ THREE.WebGLProgram = ( function () {
|
|
|
|
|
|
].filter( filterEmptyLine ).join( '\n' );
|
|
|
|
|
|
- prefix_fragment = [
|
|
|
+ prefixFragment = [
|
|
|
|
|
|
( parameters.bumpMap || parameters.normalMap || parameters.flatShading || material.derivatives ) ? '#extension GL_OES_standard_derivatives : enable' : '',
|
|
|
|
|
@@ -331,8 +331,11 @@ THREE.WebGLProgram = ( function () {
|
|
|
|
|
|
}
|
|
|
|
|
|
- var glVertexShader = new THREE.WebGLShader( gl, gl.VERTEX_SHADER, prefix_vertex + vertexShader );
|
|
|
- var glFragmentShader = new THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
|
|
|
+ var vertexGlsl = prefixVertex + vertexShader;
|
|
|
+ var fragmentGlsl = prefixFragment + fragmentShader;
|
|
|
+
|
|
|
+ var glVertexShader = new THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
|
|
|
+ var glFragmentShader = new THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
|
|
|
|
|
|
gl.attachShader( program, glVertexShader );
|
|
|
gl.attachShader( program, glFragmentShader );
|