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RECIPROCAL_2PI -> RECIPROCAL_PI2

Ben Houston 10 years ago
parent
commit
e2f8ed6b3b

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl

@@ -35,7 +35,7 @@
 	#elif defined( ENVMAP_TYPE_EQUIREC )
 		vec2 sampleUV;
 		sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );
-		sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_2PI + 0.5;
+		sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
 		vec4 envColor = texture2D( envMap, sampleUV );
 		
 	#elif defined( ENVMAP_TYPE_SPHERE )

+ 1 - 1
src/renderers/shaders/ShaderLib.js

@@ -1312,7 +1312,7 @@ THREE.ShaderLib = {
 				"vec3 direction = normalize( vWorldPosition );",
 				"vec2 sampleUV;",
 				"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
-				"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_2PI + 0.5;", 
+				"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", 
 				"gl_FragColor = texture2D( tEquirect, sampleUV );",
 
 				THREE.ShaderChunk[ "logdepthbuf_fragment" ],