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Remove USE_SPECULAR2MAP from shader

Takahiro 8 years ago
parent
commit
bc885619e7

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl

@@ -1,4 +1,4 @@
-#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP) || defined( USE_SPECULAR2MAP )
+#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP )
 
 	varying vec2 vUv;
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl

@@ -1,4 +1,4 @@
-#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP) || defined( USE_SPECULAR2MAP )
+#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP )
 
 	varying vec2 vUv;
 	uniform vec4 offsetRepeat;

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv_vertex.glsl

@@ -1,4 +1,4 @@
-#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP) || defined( USE_SPECULAR2MAP )
+#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) || defined( USE_GLOSSINESSMAP )
 
 	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;