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@@ -1708,19 +1708,19 @@ THREE.ShaderDeferred = {
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"varying vec3 vNormal;",
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"varying vec4 vPosition;",
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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+ "#include <morphtarget_pars_vertex>",
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+ "#include <skinning_pars_vertex>",
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"void main() {",
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- THREE.ShaderChunk[ "begin_vertex" ],
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- THREE.ShaderChunk[ "beginnormal_vertex" ],
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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- THREE.ShaderChunk[ "skinnormal_vertex" ],
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- THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "project_vertex" ],
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+ "#include <begin_vertex>",
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+ "#include <beginnormal_vertex>",
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+ "#include <skinbase_vertex>",
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+ "#include <skinnormal_vertex>",
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+ "#include <defaultnormal_vertex>",
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+ "#include <morphtarget_vertex>",
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+ "#include <skinning_vertex>",
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+ "#include <project_vertex>",
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" vNormal = normalize( transformedNormal );",
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" vPosition = gl_Position;",
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@@ -1765,21 +1765,21 @@ THREE.ShaderDeferred = {
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vertexShader: [
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- THREE.ShaderChunk[ "uv_pars_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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+ "#include <uv_pars_vertex>",
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+ "#include <morphtarget_pars_vertex>",
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+ "#include <skinning_pars_vertex>",
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"void main() {",
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- THREE.ShaderChunk[ "uv_vertex" ],
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- THREE.ShaderChunk[ "begin_vertex" ],
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- THREE.ShaderChunk[ "beginnormal_vertex" ],
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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- THREE.ShaderChunk[ "skinnormal_vertex" ],
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- THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "project_vertex" ],
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+ "#include <uv_vertex>",
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+ "#include <begin_vertex>",
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+ "#include <beginnormal_vertex>",
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+ "#include <skinbase_vertex>",
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+ "#include <skinnormal_vertex>",
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+ "#include <defaultnormal_vertex>",
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+ "#include <morphtarget_vertex>",
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+ "#include <skinning_vertex>",
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+ "#include <project_vertex>",
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"}"
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@@ -1792,8 +1792,8 @@ THREE.ShaderDeferred = {
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"uniform vec3 specular;",
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"uniform float shininess;",
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- THREE.ShaderChunk[ "uv_pars_fragment" ],
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- THREE.ShaderChunk[ "map_pars_fragment" ],
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+ "#include <uv_pars_fragment>",
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+ "#include <map_pars_fragment>",
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THREE.DeferredShaderChunk[ "packVector3" ],
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"void main() {",
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@@ -1802,7 +1802,7 @@ THREE.ShaderDeferred = {
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" vec3 emissiveColor = emissive;",
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" vec3 specularColor = specular;",
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- THREE.ShaderChunk[ "map_fragment" ],
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+ "#include <map_fragment>",
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THREE.DeferredShaderChunk[ "packColor" ],
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" gl_FragColor = packedColor;",
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@@ -2117,19 +2117,19 @@ THREE.ShaderDeferred = {
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"varying vec3 vNormal;",
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"varying vec4 vPosition;",
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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+ "#include <morphtarget_pars_vertex>",
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+ "#include <skinning_pars_vertex>",
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"void main() {",
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- THREE.ShaderChunk[ "begin_vertex" ],
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- THREE.ShaderChunk[ "beginnormal_vertex" ],
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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- THREE.ShaderChunk[ "skinnormal_vertex" ],
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- THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "project_vertex" ],
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+ "#include <begin_vertex>",
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+ "#include <beginnormal_vertex>",
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+ "#include <skinbase_vertex>",
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+ "#include <skinnormal_vertex>",
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+ "#include <defaultnormal_vertex>",
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+ "#include <morphtarget_vertex>",
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+ "#include <skinning_vertex>",
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+ "#include <project_vertex>",
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" vNormal = normalize( transformedNormal );",
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" vPosition = gl_Position;",
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@@ -2420,21 +2420,21 @@ THREE.ShaderDeferred = {
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vertexShader: [
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- THREE.ShaderChunk[ "uv_pars_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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+ "#include <uv_pars_vertex>",
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+ "#include <morphtarget_pars_vertex>",
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+ "#include <skinning_pars_vertex>",
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"void main() {",
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- THREE.ShaderChunk[ "uv_vertex" ],
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- THREE.ShaderChunk[ "begin_vertex" ],
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- THREE.ShaderChunk[ "beginnormal_vertex" ],
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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- THREE.ShaderChunk[ "skinnormal_vertex" ],
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- THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "project_vertex" ],
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+ "#include <uv_vertex>",
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+ "#include <begin_vertex>",
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+ "#include <beginnormal_vertex>",
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+ "#include <skinbase_vertex>",
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+ "#include <skinnormal_vertex>",
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+ "#include <defaultnormal_vertex>",
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+ "#include <morphtarget_vertex>",
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+ "#include <skinning_vertex>",
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+ "#include <project_vertex>",
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"}"
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@@ -2452,8 +2452,8 @@ THREE.ShaderDeferred = {
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"uniform float viewHeight;",
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"uniform float viewWidth;",
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- THREE.ShaderChunk[ "uv_pars_fragment" ],
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- THREE.ShaderChunk[ "map_pars_fragment" ],
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+ "#include <uv_pars_fragment>",
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+ "#include <map_pars_fragment>",
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THREE.DeferredShaderChunk[ "unpackFloat" ],
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@@ -2467,7 +2467,7 @@ THREE.ShaderDeferred = {
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" vec4 light = texture2D( samplerLight, texCoord );",
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- THREE.ShaderChunk[ "map_fragment" ],
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+ "#include <map_fragment>",
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" vec3 diffuseFinal = diffuseColor.rgb * light.rgb;",
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" vec3 emissiveFinal = emissiveColor;",
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