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rename to lights_type_kind

sunag 7 년 전
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a857c7a4fb

+ 3 - 3
examples/js/ShaderSkin.js

@@ -84,7 +84,7 @@ THREE.ShaderSkin = {
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "bsdfs" ],
 			THREE.ShaderChunk[ "packing" ],
-			THREE.ShaderChunk[ "begin_lights_pars" ],
+			THREE.ShaderChunk[ "lights_pars_begin" ],
 			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
 			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
@@ -264,7 +264,7 @@ THREE.ShaderSkin = {
 			"varying vec3 vViewPosition;",
 
 			THREE.ShaderChunk[ "common" ],
-			THREE.ShaderChunk[ "begin_lights_pars" ],
+			THREE.ShaderChunk[ "lights_pars_begin" ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "fog_pars_vertex" ],
 
@@ -368,7 +368,7 @@ THREE.ShaderSkin = {
 			"varying vec3 vViewPosition;",
 
 			THREE.ShaderChunk[ "common" ],
-			THREE.ShaderChunk[ "begin_lights_pars" ],
+			THREE.ShaderChunk[ "lights_pars_begin" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
 
 			"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",

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

@@ -144,7 +144,7 @@ THREE.PhongNode.prototype.build = function ( builder ) {
 			"#include <common>",
 			"#include <fog_pars_fragment>",
 			"#include <bsdfs>",
-			"#include <begin_lights_pars>",
+			"#include <lights_pars_begin>",
 			"#include <lights_phong_pars_fragment>",
 			"#include <shadowmap_pars_fragment>",
 			"#include <logdepthbuf_pars_fragment>"
@@ -208,8 +208,8 @@ THREE.PhongNode.prototype.build = function ( builder ) {
 			'material.specularShininess = shininess;',
 			'material.specularStrength = specularStrength;',
 
-			"#include <begin_lights_fragment>",
-			"#include <end_lights_fragment>"
+			"#include <lights_fragment_begin>",
+			"#include <lights_fragment_end>"
 		);
 
 		if ( light ) {

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

@@ -182,7 +182,7 @@ THREE.StandardNode.prototype.build = function ( builder ) {
 			"#include <common>",
 			"#include <fog_pars_fragment>",
 			"#include <bsdfs>",
-			"#include <begin_lights_pars>",
+			"#include <lights_pars_begin>",
 			"#include <lights_physical_pars_fragment>",
 			"#include <shadowmap_pars_fragment>",
 			"#include <logdepthbuf_pars_fragment>",
@@ -287,8 +287,8 @@ THREE.StandardNode.prototype.build = function ( builder ) {
 		}
 
 		output.push(
-			"#include <begin_lights_fragment>",
-			"#include <end_lights_fragment>"
+			"#include <lights_fragment_begin>",
+			"#include <lights_fragment_end>"
 		);
 
 		if ( light ) {

+ 1 - 1
examples/js/objects/Water.js

@@ -144,7 +144,7 @@ THREE.Water = function ( geometry, options ) {
 			THREE.ShaderChunk[ 'packing' ],
 			THREE.ShaderChunk[ 'bsdfs' ],
 			THREE.ShaderChunk[ 'fog_pars_fragment' ],
-			THREE.ShaderChunk[ 'begin_lights_pars' ],
+			THREE.ShaderChunk[ 'lights_pars_begin' ],
 			THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
 			THREE.ShaderChunk[ 'shadowmask_pars_fragment' ],
 

+ 10 - 10
src/renderers/shaders/ShaderChunk.js

@@ -36,15 +36,15 @@ import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.g
 import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';
 import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl';
 import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl';
-import begin_lights_pars from './ShaderChunk/begin_lights_pars.glsl';
-import maps_lights_pars from './ShaderChunk/maps_lights_pars.glsl';
+import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl';
+import lights_pars_maps from './ShaderChunk/lights_pars_maps.glsl';
 import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl';
 import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl';
 import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl';
 import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl';
-import begin_lights_fragment from './ShaderChunk/begin_lights_fragment.glsl';
-import maps_lights_fragment from './ShaderChunk/maps_lights_fragment.glsl';
-import end_lights_fragment from './ShaderChunk/end_lights_fragment.glsl';
+import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl';
+import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl';
+import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl';
 import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl';
 import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl';
 import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl';
@@ -151,15 +151,15 @@ export var ShaderChunk = {
 	lightmap_fragment: lightmap_fragment,
 	lightmap_pars_fragment: lightmap_pars_fragment,
 	lights_lambert_vertex: lights_lambert_vertex,
-	begin_lights_pars: begin_lights_pars,
-	maps_lights_pars: maps_lights_pars,
+	lights_pars_begin: lights_pars_begin,
+	lights_pars_maps: lights_pars_maps,
 	lights_phong_fragment: lights_phong_fragment,
 	lights_phong_pars_fragment: lights_phong_pars_fragment,
 	lights_physical_fragment: lights_physical_fragment,
 	lights_physical_pars_fragment: lights_physical_pars_fragment,
-	begin_lights_fragment: begin_lights_fragment,
-	maps_lights_fragment: maps_lights_fragment,
-	end_lights_fragment: end_lights_fragment,
+	lights_fragment_begin: lights_fragment_begin,
+	lights_fragment_maps: lights_fragment_maps,
+	lights_fragment_end: lights_fragment_end,
 	logdepthbuf_fragment: logdepthbuf_fragment,
 	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
 	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,

+ 0 - 0
src/renderers/shaders/ShaderChunk/begin_lights_fragment.glsl → src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl


+ 0 - 0
src/renderers/shaders/ShaderChunk/end_lights_fragment.glsl → src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl


+ 0 - 0
src/renderers/shaders/ShaderChunk/maps_lights_fragment.glsl → src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl


+ 0 - 0
src/renderers/shaders/ShaderChunk/begin_lights_pars.glsl → src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl


+ 0 - 0
src/renderers/shaders/ShaderChunk/maps_lights_pars.glsl → src/renderers/shaders/ShaderChunk/lights_pars_maps.glsl


+ 2 - 2
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

@@ -23,8 +23,8 @@ varying vec3 vLightFront;
 #include <emissivemap_pars_fragment>
 #include <envmap_pars_fragment>
 #include <bsdfs>
-#include <begin_lights_pars>
-#include <maps_lights_pars>
+#include <lights_pars_begin>
+#include <lights_pars_maps>
 #include <fog_pars_fragment>
 #include <shadowmap_pars_fragment>
 #include <shadowmask_pars_fragment>

+ 2 - 2
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl

@@ -13,8 +13,8 @@ varying vec3 vLightFront;
 #include <uv2_pars_vertex>
 #include <envmap_pars_vertex>
 #include <bsdfs>
-#include <begin_lights_pars>
-#include <maps_lights_pars>
+#include <lights_pars_begin>
+#include <lights_pars_maps>
 #include <color_pars_vertex>
 #include <fog_pars_vertex>
 #include <morphtarget_pars_vertex>

+ 5 - 5
src/renderers/shaders/ShaderLib/meshphong_frag.glsl

@@ -21,8 +21,8 @@ uniform float opacity;
 #include <gradientmap_pars_fragment>
 #include <fog_pars_fragment>
 #include <bsdfs>
-#include <begin_lights_pars>
-#include <maps_lights_pars>
+#include <lights_pars_begin>
+#include <lights_pars_maps>
 #include <lights_phong_pars_fragment>
 #include <shadowmap_pars_fragment>
 #include <bumpmap_pars_fragment>
@@ -50,9 +50,9 @@ void main() {
 
 	// accumulation
 	#include <lights_phong_fragment>
-	#include <begin_lights_fragment>
-	#include <maps_lights_fragment>
-	#include <end_lights_fragment>
+	#include <lights_fragment_begin>
+	#include <lights_fragment_maps>
+	#include <lights_fragment_end>
 
 	// modulation
 	#include <aomap_fragment>

+ 5 - 5
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

@@ -34,8 +34,8 @@ varying vec3 vViewPosition;
 #include <fog_pars_fragment>
 #include <bsdfs>
 #include <cube_uv_reflection_fragment>
-#include <begin_lights_pars>
-#include <maps_lights_pars>
+#include <lights_pars_begin>
+#include <lights_pars_maps>
 #include <lights_physical_pars_fragment>
 #include <shadowmap_pars_fragment>
 #include <bumpmap_pars_fragment>
@@ -65,9 +65,9 @@ void main() {
 
 	// accumulation
 	#include <lights_physical_fragment>
-	#include <begin_lights_fragment>
-	#include <maps_lights_fragment>
-	#include <end_lights_fragment>
+	#include <lights_fragment_begin>
+	#include <lights_fragment_maps>
+	#include <lights_fragment_end>
 
 	// modulation
 	#include <aomap_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/shadow_frag.glsl

@@ -5,7 +5,7 @@ uniform float opacity;
 #include <packing>
 #include <fog_pars_fragment>
 #include <bsdfs>
-#include <begin_lights_pars>
+#include <lights_pars_begin>
 #include <shadowmap_pars_fragment>
 #include <shadowmask_pars_fragment>