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ShaderChunk: Moved normal_flip out of envmap_fragment and normal_fragment. See fc1159a6415dd7c833b2bf7ee41374c2b2a6cc6a.

Mr.doob 9 years ago
parent
commit
c705dfc861

+ 1 - 0
examples/js/loaders/MMDLoader.js

@@ -3864,6 +3864,7 @@ THREE.ShaderLib[ 'mmd' ] = {
 			THREE.ShaderChunk[ "alphamap_fragment" ],
 			THREE.ShaderChunk[ "alphatest_fragment" ],
 			THREE.ShaderChunk[ "specularmap_fragment" ],
+			THREE.ShaderChunk[ "normal_flip" ],
 			THREE.ShaderChunk[ "normal_fragment" ],
 			THREE.ShaderChunk[ "emissivemap_fragment" ],
 

+ 1 - 0
examples/js/nodes/materials/PhongNode.js

@@ -153,6 +153,7 @@ THREE.PhongNode.prototype.build = function( builder ) {
 
 		var output = [
 				// prevent undeclared normal
+				THREE.ShaderChunk[ "normal_flip" ],
 				THREE.ShaderChunk[ "normal_fragment" ],
 
 				// prevent undeclared material

+ 1 - 0
examples/js/nodes/materials/StandardNode.js

@@ -169,6 +169,7 @@ THREE.StandardNode.prototype.build = function( builder ) {
 
 		var output = [
 				// prevent undeclared normal
+				THREE.ShaderChunk[ "normal_flip" ],
 				THREE.ShaderChunk[ "normal_fragment" ],
 
 				// prevent undeclared material

+ 0 - 2
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl

@@ -23,8 +23,6 @@
 
 	#endif
 
-	#include <normal_flip>
-
 	#ifdef ENVMAP_TYPE_CUBE
 
 		vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );

+ 0 - 2
src/renderers/shaders/ShaderChunk/normal_fragment.glsl

@@ -8,8 +8,6 @@
 
 #else
 
-#include <normal_flip>
-
 	vec3 normal = normalize( vNormal ) * flipNormal;
 
 #endif

+ 1 - 0
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl

@@ -43,6 +43,7 @@ void main() {
 
 	vec3 outgoingLight = reflectedLight.indirectDiffuse;
 
+	#include <normal_flip>
 	#include <envmap_fragment>
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );

+ 1 - 0
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

@@ -70,6 +70,7 @@ void main() {
 
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
 
+	#include <normal_flip>
 	#include <envmap_fragment>
 
 	gl_FragColor = vec4( outgoingLight, diffuseColor.a );

+ 1 - 0
src/renderers/shaders/ShaderLib/meshphong_frag.glsl

@@ -42,6 +42,7 @@ void main() {
 	#include <alphamap_fragment>
 	#include <alphatest_fragment>
 	#include <specularmap_fragment>
+	#include <normal_flip>
 	#include <normal_fragment>
 	#include <emissivemap_fragment>
 

+ 1 - 0
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

@@ -61,6 +61,7 @@ void main() {
 	#include <specularmap_fragment>
 	#include <roughnessmap_fragment>
 	#include <metalnessmap_fragment>
+	#include <normal_flip>
 	#include <normal_fragment>
 	#include <emissivemap_fragment>