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encodings_fragment -> colorspace_fragment (#26269)

WestLangley 2 жил өмнө
parent
commit
ab4643027e

+ 1 - 1
docs/manual/en/introduction/Color-management.html

@@ -244,7 +244,7 @@ renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processi
 
 	<p>
 		Custom materials based on [page:ShaderMaterial] and [page:RawShaderMaterial] have to implement their own output color space conversion.
-		For instances of `ShaderMaterial`, adding the `encodings_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
+		For instances of `ShaderMaterial`, adding the `colorspace_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
 	</p>
 
 	<h2>Working with THREE.Color instances</h2>

+ 1 - 1
docs/manual/fr/introduction/Color-management.html

@@ -244,7 +244,7 @@ renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processi
 
 	<p>
 		Custom materials based on [page:ShaderMaterial] and [page:RawShaderMaterial] have to implement their own output color space conversion.
-		For instances of `ShaderMaterial`, adding the `encodings_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
+		For instances of `ShaderMaterial`, adding the `colorspace_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
 	</p>
 
 	<h2>Utiliser des instances de THREE.Color</h2>

+ 1 - 1
docs/manual/it/introduction/Color-management.html

@@ -299,7 +299,7 @@
 
 		<p>
 			Custom materials based on [page:ShaderMaterial] and [page:RawShaderMaterial] have to implement their own output color space conversion.
-			For instances of `ShaderMaterial`, adding the `encodings_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
+			For instances of `ShaderMaterial`, adding the `colorspace_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
 		</p>
 
 		<h2>Lavorare con le istanze di THREE.Color</h2>

+ 1 - 1
docs/manual/pt-br/introduction/Color-management.html

@@ -245,7 +245,7 @@ renderer.outputColorSpace = THREE.SRGBColorSpace; // optional with post-processi
 
 	<p>
 		Custom materials based on [page:ShaderMaterial] and [page:RawShaderMaterial] have to implement their own output color space conversion.
-		For instances of `ShaderMaterial`, adding the `encodings_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
+		For instances of `ShaderMaterial`, adding the `colorspace_fragment` shader chunk to the fragment shader's `main()` function should be sufficient.
 	</p>
 
 	<h2>Trabalhando com instâncias THREE.Color</h2>

+ 1 - 1
manual/en/indexed-textures.html

@@ -325,7 +325,7 @@ void main() {
     gl_FragColor = vec4( outgoingLight, diffuseColor.a );
     #include &lt;premultiplied_alpha_fragment&gt;
     #include &lt;tonemapping_fragment&gt;
-    #include &lt;encodings_fragment&gt;
+    #include &lt;colorspace_fragment&gt;
     #include &lt;fog_fragment&gt;
 }
 </pre>

+ 1 - 1
manual/ja/indexed-textures.html

@@ -305,7 +305,7 @@ void main() {
     gl_FragColor = vec4( outgoingLight, diffuseColor.a );
     #include &lt;premultiplied_alpha_fragment&gt;
     #include &lt;tonemapping_fragment&gt;
-    #include &lt;encodings_fragment&gt;
+    #include &lt;colorspace_fragment&gt;
     #include &lt;fog_fragment&gt;
 }
 </pre>

+ 1 - 1
manual/ko/indexed-textures.html

@@ -272,7 +272,7 @@ void main() {
     gl_FragColor = vec4( outgoingLight, diffuseColor.a );
     #include &lt;premultiplied_alpha_fragment&gt;
     #include &lt;tonemapping_fragment&gt;
-    #include &lt;encodings_fragment&gt;
+    #include &lt;colorspace_fragment&gt;
     #include &lt;fog_fragment&gt;
 }
 </pre>

+ 1 - 1
manual/zh/indexed-textures.html

@@ -296,7 +296,7 @@ void main() {
     gl_FragColor = vec4( outgoingLight, diffuseColor.a );
     #include &lt;premultiplied_alpha_fragment&gt;
     #include &lt;tonemapping_fragment&gt;
-    #include &lt;encodings_fragment&gt;
+    #include &lt;colorspace_fragment&gt;
     #include &lt;fog_fragment&gt;
 }
 </pre>