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Simplified cube and equirect shaders. See #9235.

Mr.doob 9 years ago
parent
commit
d62f3527f6

+ 0 - 6
src/renderers/shaders/ShaderLib/cube_frag.glsl

@@ -5,16 +5,10 @@ uniform float opacity;
 varying vec3 vWorldPosition;
 
 #include <common>
-#include <logdepthbuf_pars_fragment>
-#include <clipping_planes_pars_fragment>
 
 void main() {
 
-	#include <clipping_planes_fragment>
-
 	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
 	gl_FragColor.a *= opacity;
 
-	#include <logdepthbuf_fragment>
-
 }

+ 0 - 4
src/renderers/shaders/ShaderLib/cube_vert.glsl

@@ -1,8 +1,6 @@
 varying vec3 vWorldPosition;
 
 #include <common>
-#include <logdepthbuf_pars_vertex>
-#include <clipping_planes_pars_vertex>
 
 void main() {
 
@@ -10,7 +8,5 @@ void main() {
 
 	#include <begin_vertex>
 	#include <project_vertex>
-	#include <logdepthbuf_vertex>
-	#include <clipping_planes_vertex>
 
 }

+ 0 - 6
src/renderers/shaders/ShaderLib/equirect_frag.glsl

@@ -4,13 +4,9 @@ uniform float tFlip;
 varying vec3 vWorldPosition;
 
 #include <common>
-#include <logdepthbuf_pars_fragment>
-#include <clipping_planes_pars_fragment>
 
 void main() {
 
-	#include <clipping_planes_fragment>
-
 	// 	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
 	vec3 direction = normalize( vWorldPosition );
 	vec2 sampleUV;
@@ -18,6 +14,4 @@ void main() {
 	sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
 	gl_FragColor = texture2D( tEquirect, sampleUV );
 
-	#include <logdepthbuf_fragment>
-
 }

+ 0 - 4
src/renderers/shaders/ShaderLib/equirect_vert.glsl

@@ -1,8 +1,6 @@
 varying vec3 vWorldPosition;
 
 #include <common>
-#include <logdepthbuf_pars_vertex>
-#include <clipping_planes_pars_vertex>
 
 void main() {
 
@@ -10,7 +8,5 @@ void main() {
 
 	#include <begin_vertex>
 	#include <project_vertex>
-	#include <logdepthbuf_vertex>
-	#include <clipping_planes_vertex>
 
 }