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Examples: More clean up.

Mugen87 5 years ago
parent
commit
9c6dcfc09b
1 changed files with 71 additions and 73 deletions
  1. 71 73
      examples/jsm/utils/GeometryCompressionUtils.js

+ 71 - 73
examples/jsm/utils/GeometryCompressionUtils.js

@@ -704,92 +704,90 @@ function PackedPhongMaterial( parameters ) {
 		THREE.ShaderChunk.clipping_planes_pars_vertex,
 
 		`#ifdef USE_PACKED_NORMAL
-						#if USE_PACKED_NORMAL == 0
-								vec3 decodeNormal(vec3 packedNormal)
-								{
-										float x = packedNormal.x * 2.0 - 1.0;
-										float y = packedNormal.y * 2.0 - 1.0;
-										vec2 scth = vec2(sin(x * PI), cos(x * PI));
-										vec2 scphi = vec2(sqrt(1.0 - y * y), y);
-										return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
-								}
-						#endif
-
-						#if USE_PACKED_NORMAL == 1
-								vec3 decodeNormal(vec3 packedNormal)
-								{
-										vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
-										if (v.z < 0.0)
-										{
-												v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
-										}
-										return normalize(v);
-								}
-						#endif
-
-						#if USE_PACKED_NORMAL == 2
-								vec3 decodeNormal(vec3 packedNormal)
-								{
-										vec3 v = (packedNormal * 2.0) - 1.0;
-										return normalize(v);
-								}
-						#endif
-				#endif`,
+			#if USE_PACKED_NORMAL == 0
+				vec3 decodeNormal(vec3 packedNormal)
+				{
+					float x = packedNormal.x * 2.0 - 1.0;
+					float y = packedNormal.y * 2.0 - 1.0;
+					vec2 scth = vec2(sin(x * PI), cos(x * PI));
+					vec2 scphi = vec2(sqrt(1.0 - y * y), y);
+					return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
+				}
+			#endif
+
+			#if USE_PACKED_NORMAL == 1
+				vec3 decodeNormal(vec3 packedNormal)
+				{
+					vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
+					if (v.z < 0.0)
+					{
+						v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
+					}
+					return normalize(v);
+				}
+			#endif
+
+			#if USE_PACKED_NORMAL == 2
+				vec3 decodeNormal(vec3 packedNormal)
+				{
+					vec3 v = (packedNormal * 2.0) - 1.0;
+					return normalize(v);
+				}
+			#endif
+		#endif`,
 
 		`#ifdef USE_PACKED_POSITION
-						#if USE_PACKED_POSITION == 0
-								uniform mat4 quantizeMatPos;
-						#endif
-				#endif`,
+			#if USE_PACKED_POSITION == 0
+				uniform mat4 quantizeMatPos;
+			#endif
+		#endif`,
 
 		`#ifdef USE_PACKED_UV
-						#if USE_PACKED_UV == 1
-								uniform mat3 quantizeMatUV;
-						#endif
-				#endif`,
+			#if USE_PACKED_UV == 1
+				uniform mat3 quantizeMatUV;
+			#endif
+		#endif`,
 
 		`#ifdef USE_PACKED_UV
-						#if USE_PACKED_UV == 0
-								vec2 decodeUV(vec2 packedUV)
-								{
-										vec2 uv = (packedUV * 2.0) - 1.0;
-										return uv;
-								}
-						#endif
-
-						#if USE_PACKED_UV == 1
-								vec2 decodeUV(vec2 packedUV)
-								{
-										vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
-										return uv;
-								}
-						#endif
-				#endif`,
+			#if USE_PACKED_UV == 0
+				vec2 decodeUV(vec2 packedUV)
+				{
+					vec2 uv = (packedUV * 2.0) - 1.0;
+					return uv;
+				}
+			#endif
+
+			#if USE_PACKED_UV == 1
+				vec2 decodeUV(vec2 packedUV)
+				{
+					vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
+					return uv;
+				}
+			#endif
+		#endif`,
 
 		"void main() {",
 
 		THREE.ShaderChunk.uv_vertex,
 
-		`
-				#ifdef USE_UV
-						#ifdef USE_PACKED_UV
-								vUv = decodeUV(vUv);
-						#endif
-				#endif
-				`,
+		`#ifdef USE_UV
+			#ifdef USE_PACKED_UV
+				vUv = decodeUV(vUv);
+			#endif
+		#endif`,
 
 		THREE.ShaderChunk.uv2_vertex,
 		THREE.ShaderChunk.color_vertex,
 		THREE.ShaderChunk.beginnormal_vertex,
 
 		`#ifdef USE_PACKED_NORMAL
-						objectNormal = decodeNormal(objectNormal);
-				#endif
+			objectNormal = decodeNormal(objectNormal);
+		#endif
 
-				#ifdef USE_TANGENT
-						vec3 objectTangent = vec3( tangent.xyz );
-				#endif
-				`,
+		#ifdef USE_TANGENT
+			vec3 objectTangent = vec3( tangent.xyz );
+		#endif
+		`,
 
 		THREE.ShaderChunk.morphnormal_vertex,
 		THREE.ShaderChunk.skinbase_vertex,
@@ -797,16 +795,16 @@ function PackedPhongMaterial( parameters ) {
 		THREE.ShaderChunk.defaultnormal_vertex,
 
 		"#ifndef FLAT_SHADED",
-		"vNormal = normalize( transformedNormal );",
+		"	vNormal = normalize( transformedNormal );",
 		"#endif",
 
 		THREE.ShaderChunk.begin_vertex,
 
 		`#ifdef USE_PACKED_POSITION
-						#if USE_PACKED_POSITION == 0
-								transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
-						#endif
-				#endif`,
+			#if USE_PACKED_POSITION == 0
+				transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
+			#endif
+		#endif`,
 
 		THREE.ShaderChunk.morphtarget_vertex,
 		THREE.ShaderChunk.skinning_vertex,