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output_fragment -> opaque_fragment (#26278)

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c044b5ce3b

+ 1 - 1
examples/jsm/materials/MeshGouraudMaterial.js

@@ -288,7 +288,7 @@ const GouraudShader = {
 
 			#include <envmap_fragment>
 
-			#include <output_fragment>
+			#include <opaque_fragment>
 			#include <tonemapping_fragment>
 			#include <colorspace_fragment>
 			#include <fog_fragment>

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

@@ -77,7 +77,7 @@ import clearcoat_normal_fragment_begin from './ShaderChunk/clearcoat_normal_frag
 import clearcoat_normal_fragment_maps from './ShaderChunk/clearcoat_normal_fragment_maps.glsl.js';
 import clearcoat_pars_fragment from './ShaderChunk/clearcoat_pars_fragment.glsl.js';
 import iridescence_pars_fragment from './ShaderChunk/iridescence_pars_fragment.glsl.js';
-import output_fragment from './ShaderChunk/output_fragment.glsl.js';
+import opaque_fragment from './ShaderChunk/opaque_fragment.glsl.js';
 import packing from './ShaderChunk/packing.glsl.js';
 import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl.js';
 import project_vertex from './ShaderChunk/project_vertex.glsl.js';
@@ -202,7 +202,7 @@ export const ShaderChunk = {
 	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
 	clearcoat_pars_fragment: clearcoat_pars_fragment,
 	iridescence_pars_fragment: iridescence_pars_fragment,
-	output_fragment: output_fragment,
+	opaque_fragment: opaque_fragment,
 	packing: packing,
 	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
 	project_vertex: project_vertex,

+ 0 - 0
src/renderers/shaders/ShaderChunk/output_fragment.glsl.js → src/renderers/shaders/ShaderChunk/opaque_fragment.glsl.js


+ 1 - 1
src/renderers/shaders/ShaderLib/linedashed.glsl.js

@@ -65,7 +65,7 @@ void main() {
 
 	outgoingLight = diffuseColor.rgb; // simple shader
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/meshbasic.glsl.js

@@ -103,7 +103,7 @@ void main() {
 
 	#include <envmap_fragment>
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/meshlambert.glsl.js

@@ -111,7 +111,7 @@ void main() {
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
 
 	#include <envmap_fragment>
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/meshmatcap.glsl.js

@@ -98,7 +98,7 @@ void main() {
 
 	vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/meshphong.glsl.js

@@ -113,7 +113,7 @@ void main() {
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
 
 	#include <envmap_fragment>
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/meshphysical.glsl.js

@@ -211,7 +211,7 @@ void main() {
 
 	#endif
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/meshtoon.glsl.js

@@ -105,7 +105,7 @@ void main() {
 
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/points.glsl.js

@@ -76,7 +76,7 @@ void main() {
 
 	outgoingLight = diffuseColor.rgb;
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 1 - 1
src/renderers/shaders/ShaderLib/sprite.glsl.js

@@ -72,7 +72,7 @@ void main() {
 
 	outgoingLight = diffuseColor.rgb;
 
-	#include <output_fragment>
+	#include <opaque_fragment>
 	#include <tonemapping_fragment>
 	#include <colorspace_fragment>
 	#include <fog_fragment>

+ 2 - 1
src/renderers/webgl/WebGLProgram.js

@@ -213,7 +213,8 @@ function resolveIncludes( string ) {
 
 const shaderChunkMap = new Map( [
 	[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154
-	[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ] // @deprecated, r154
+	[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154
+	[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154
 ] );
 
 function includeReplacer( match, include ) {