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Examples: Fix TranslucentShader.

Mugen87 %!s(int64=6) %!d(string=hai) anos
pai
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d5684e704f

+ 3 - 3
examples/js/shaders/TranslucentShader.js

@@ -61,7 +61,7 @@ THREE.TranslucentShader = {
 	].join( "\n" ),
 
 	fragmentShader: [
-		"#define USE_MAP",
+		"#define USE_UV",
 		"#define PHONG",
 		"#define TRANSLUCENT",
 		"#include <common>",
@@ -137,7 +137,7 @@ THREE.TranslucentShader = {
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"		}",
@@ -159,7 +159,7 @@ THREE.TranslucentShader = {
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"		}",

+ 3 - 3
examples/jsm/shaders/TranslucentShader.js

@@ -68,7 +68,7 @@ var TranslucentShader = {
 	].join( "\n" ),
 
 	fragmentShader: [
-		"#define USE_MAP",
+		"#define USE_UV",
 		"#define PHONG",
 		"#define TRANSLUCENT",
 		"#include <common>",
@@ -144,7 +144,7 @@ var TranslucentShader = {
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"		}",
@@ -166,7 +166,7 @@ var TranslucentShader = {
 
 		"			RE_Direct( directLight, geometry, material, reflectedLight );",
 
-		"			#if defined( TRANSLUCENT ) && defined( USE_MAP )",
+		"			#if defined( TRANSLUCENT ) && defined( USE_UV )",
 		"			RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);",
 		"			#endif",
 		"		}",