Explorar el Código

rename lights_pars to begin_lights_pars

sunag hace 7 años
padre
commit
bb8c07f084

+ 3 - 3
examples/js/ShaderSkin.js

@@ -84,7 +84,7 @@ THREE.ShaderSkin = {
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "bsdfs" ],
 			THREE.ShaderChunk[ "packing" ],
-			THREE.ShaderChunk[ "lights_pars" ],
+			THREE.ShaderChunk[ "begin_lights_pars" ],
 			THREE.ShaderChunk[ 'lights_maps_pars' ],
 			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
@@ -265,7 +265,7 @@ THREE.ShaderSkin = {
 			"varying vec3 vViewPosition;",
 
 			THREE.ShaderChunk[ "common" ],
-			THREE.ShaderChunk[ "lights_pars" ],
+			THREE.ShaderChunk[ "begin_lights_pars" ],
 			THREE.ShaderChunk[ 'lights_maps_pars' ],
 			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
 			THREE.ShaderChunk[ "fog_pars_vertex" ],
@@ -370,7 +370,7 @@ THREE.ShaderSkin = {
 			"varying vec3 vViewPosition;",
 
 			THREE.ShaderChunk[ "common" ],
-			THREE.ShaderChunk[ "lights_pars" ],
+			THREE.ShaderChunk[ "begin_lights_pars" ],
 			THREE.ShaderChunk[ 'lights_maps_pars' ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],
 

+ 1 - 1
examples/js/ShaderTerrain.js

@@ -87,7 +87,7 @@ THREE.ShaderTerrain = {
 
 			THREE.ShaderChunk[ "common" ],
 			THREE.ShaderChunk[ "bsdfs" ],
-			THREE.ShaderChunk[ "lights_pars" ],
+			THREE.ShaderChunk[ "begin_lights_pars" ],
 			THREE.ShaderChunk[ 'lights_maps_pars' ],
 			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
 			THREE.ShaderChunk[ "fog_pars_fragment" ],

+ 1 - 1
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 <lights_pars>",
+			"#include <begin_lights_pars>",
 			"#include <lights_phong_pars_fragment>",
 			"#include <shadowmap_pars_fragment>",
 			"#include <logdepthbuf_pars_fragment>"

+ 1 - 1
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 <lights_pars>",
+			"#include <begin_lights_pars>",
 			"#include <lights_physical_pars_fragment>",
 			"#include <shadowmap_pars_fragment>",
 			"#include <logdepthbuf_pars_fragment>",

+ 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[ 'lights_pars' ],
+			THREE.ShaderChunk[ 'begin_lights_pars' ],
 			THREE.ShaderChunk[ 'lights_maps_pars' ],
 			THREE.ShaderChunk[ 'shadowmap_pars_fragment' ],
 			THREE.ShaderChunk[ 'shadowmask_pars_fragment' ],

+ 2 - 2
src/renderers/shaders/ShaderChunk.js

@@ -36,7 +36,7 @@ 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 lights_pars from './ShaderChunk/lights_pars.glsl';
+import begin_lights_pars from './ShaderChunk/begin_lights_pars.glsl';
 import lights_maps_pars from './ShaderChunk/lights_maps_pars.glsl';
 import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl';
 import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl';
@@ -151,7 +151,7 @@ export var ShaderChunk = {
 	lightmap_fragment: lightmap_fragment,
 	lightmap_pars_fragment: lightmap_pars_fragment,
 	lights_lambert_vertex: lights_lambert_vertex,
-	lights_pars: lights_pars,
+	begin_lights_pars: begin_lights_pars,
 	lights_maps_pars: lights_maps_pars,
 	lights_phong_fragment: lights_phong_fragment,
 	lights_phong_pars_fragment: lights_phong_pars_fragment,

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


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

@@ -23,7 +23,7 @@ varying vec3 vLightFront;
 #include <emissivemap_pars_fragment>
 #include <envmap_pars_fragment>
 #include <bsdfs>
-#include <lights_pars>
+#include <begin_lights_pars>
 #include <lights_maps_pars>
 #include <fog_pars_fragment>
 #include <shadowmap_pars_fragment>

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

@@ -13,7 +13,7 @@ varying vec3 vLightFront;
 #include <uv2_pars_vertex>
 #include <envmap_pars_vertex>
 #include <bsdfs>
-#include <lights_pars>
+#include <begin_lights_pars>
 #include <lights_maps_pars>
 #include <color_pars_vertex>
 #include <fog_pars_vertex>

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

@@ -21,7 +21,7 @@ uniform float opacity;
 #include <gradientmap_pars_fragment>
 #include <fog_pars_fragment>
 #include <bsdfs>
-#include <lights_pars>
+#include <begin_lights_pars>
 #include <lights_maps_pars>
 #include <lights_phong_pars_fragment>
 #include <shadowmap_pars_fragment>

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

@@ -34,7 +34,7 @@ varying vec3 vViewPosition;
 #include <fog_pars_fragment>
 #include <bsdfs>
 #include <cube_uv_reflection_fragment>
-#include <lights_pars>
+#include <begin_lights_pars>
 #include <lights_maps_pars>
 #include <lights_physical_pars_fragment>
 #include <shadowmap_pars_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 <lights_pars>
+#include <begin_lights_pars>
 #include <lights_maps_pars>
 #include <shadowmap_pars_fragment>
 #include <shadowmask_pars_fragment>