Jelajahi Sumber

#unroll_loop -> #pragma unroll_loop

Garrett Johnson 5 tahun lalu
induk
melakukan
dadf0a5c4f

+ 2 - 2
examples/jsm/csm/Shader.js

@@ -86,7 +86,7 @@ IncidentLight directLight;
 	float csmx;
 	float csmy;
 
-	#unroll_loop_start
+	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
@@ -129,7 +129,7 @@ IncidentLight directLight;
 		}
 
 	}
-	#unroll_loop_end
+	#pragma unroll_loop_end
 	#else
 
 	#pragma unroll_loop

+ 10 - 10
src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js

@@ -35,7 +35,7 @@ IncidentLight directLight;
 	PointLightShadow pointLightShadow;
 	#endif
 
-	#unroll_loop_start
+	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
 		pointLight = pointLights[ i ];
@@ -50,7 +50,7 @@ IncidentLight directLight;
 		RE_Direct( directLight, geometry, material, reflectedLight );
 
 	}
-	#unroll_loop_end
+	#pragma unroll_loop_end
 
 #endif
 
@@ -61,7 +61,7 @@ IncidentLight directLight;
 	SpotLightShadow spotLightShadow;
 	#endif
 
-	#unroll_loop_start
+	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
 		spotLight = spotLights[ i ];
@@ -76,7 +76,7 @@ IncidentLight directLight;
 		RE_Direct( directLight, geometry, material, reflectedLight );
 
 	}
-	#unroll_loop_end
+	#pragma unroll_loop_end
 
 #endif
 
@@ -87,7 +87,7 @@ IncidentLight directLight;
 	DirectionalLightShadow directionalLightShadow;
 	#endif
 
-	#unroll_loop_start
+	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
 		directionalLight = directionalLights[ i ];
@@ -102,7 +102,7 @@ IncidentLight directLight;
 		RE_Direct( directLight, geometry, material, reflectedLight );
 
 	}
-	#unroll_loop_end
+	#pragma unroll_loop_end
 
 #endif
 
@@ -110,14 +110,14 @@ IncidentLight directLight;
 
 	RectAreaLight rectAreaLight;
 
-	#unroll_loop_start
+	#pragma unroll_loop_start
 	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
 
 		rectAreaLight = rectAreaLights[ i ];
 		RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
 
 	}
-	#unroll_loop_end
+	#pragma unroll_loop_end
 
 #endif
 
@@ -131,13 +131,13 @@ IncidentLight directLight;
 
 	#if ( NUM_HEMI_LIGHTS > 0 )
 
-		#unroll_loop_start
+		#pragma unroll_loop_start
 		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
 
 			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
 
 		}
-		#unroll_loop_end
+		#pragma unroll_loop_end
 
 	#endif
 

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

@@ -222,7 +222,7 @@ function includeReplacer( match, include ) {
 // Unroll Loops
 
 var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
-var unrollLoopPattern = /#unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#unroll_loop_end/g;
+var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
 
 function unrollLoops( string ) {
 
@@ -234,7 +234,7 @@ function unrollLoops( string ) {
 
 function deprecatedLoopReplacer( match, start, end, snippet ) {
 
-	console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #unroll_loop_start syntax instead.' );
+	console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
 	return loopReplacer( match, start, end, snippet );
 
 }