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Update varriable names

Garrett Johnson 5 年之前
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ae85dbe2e0

+ 1 - 9
src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js

@@ -1,15 +1,7 @@
 export default /* glsl */`
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 
-	if ( skipLogDepth == 1.0 ) {
-
-		gl_FragDepthEXT = gl_FragCoord.z;
-
-	} else {
-
-		gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;
-
-	}
+	gl_FragDepthEXT = vIsPerspective == 1.0 ? log2( vFragDepth ) * logDepthBufFC * 0.5 : gl_FragCoord.z;
 
 #endif
 `;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js

@@ -3,7 +3,7 @@ export default /* glsl */`
 
 	uniform float logDepthBufFC;
 	varying float vFragDepth;
-	varying float skipLogDepth;
+	varying float vIsPerspective;
 
 #endif
 `;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js

@@ -4,7 +4,7 @@ export default /* glsl */`
 	#ifdef USE_LOGDEPTHBUF_EXT
 
 		varying float vFragDepth;
-		varying float skipLogDepth;
+		varying float vIsPerspective;
 
 	#else
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js

@@ -4,7 +4,7 @@ export default /* glsl */`
 	#ifdef USE_LOGDEPTHBUF_EXT
 
 		vFragDepth = 1.0 + gl_Position.w;
-		skipLogDepth = isPerspectiveMatrix( projectionMatrix ) ? 0.0 : 1.0;
+		vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
 
 	#else