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ShaderChunk: Moved normal_flip out of envmap_fragment and normal_fragment. See fc1159a.
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9 files changed

+7
-4
lines changed

9 files changed

+7
-4
lines changed

examples/js/loaders/MMDLoader.js

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@@ -3864,6 +3864,7 @@ THREE.ShaderLib[ 'mmd' ] = {
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THREE.ShaderChunk[ "alphamap_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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THREE.ShaderChunk[ "normal_flip" ],
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THREE.ShaderChunk[ "normal_fragment" ],
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THREE.ShaderChunk[ "emissivemap_fragment" ],
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examples/js/nodes/materials/PhongNode.js

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@@ -153,6 +153,7 @@ THREE.PhongNode.prototype.build = function( builder ) {
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var output = [
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// prevent undeclared normal
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THREE.ShaderChunk[ "normal_flip" ],
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THREE.ShaderChunk[ "normal_fragment" ],
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// prevent undeclared material

examples/js/nodes/materials/StandardNode.js

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@@ -169,6 +169,7 @@ THREE.StandardNode.prototype.build = function( builder ) {
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var output = [
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// prevent undeclared normal
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THREE.ShaderChunk[ "normal_flip" ],
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THREE.ShaderChunk[ "normal_fragment" ],
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// prevent undeclared material

src/renderers/shaders/ShaderChunk/envmap_fragment.glsl

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@@ -23,8 +23,6 @@
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#endif
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#include <normal_flip>
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#ifdef ENVMAP_TYPE_CUBE
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vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );

src/renderers/shaders/ShaderChunk/normal_fragment.glsl

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@@ -8,8 +8,6 @@
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#else
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#include <normal_flip>
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vec3 normal = normalize( vNormal ) * flipNormal;
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#endif

src/renderers/shaders/ShaderLib/meshbasic_frag.glsl

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@@ -43,6 +43,7 @@ void main() {
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vec3 outgoingLight = reflectedLight.indirectDiffuse;
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#include <normal_flip>
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#include <envmap_fragment>
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );

src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

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@@ -70,6 +70,7 @@ void main() {
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
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#include <normal_flip>
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#include <envmap_fragment>
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );

src/renderers/shaders/ShaderLib/meshphong_frag.glsl

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@@ -42,6 +42,7 @@ void main() {
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#include <alphamap_fragment>
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#include <alphatest_fragment>
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#include <specularmap_fragment>
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#include <normal_flip>
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#include <normal_fragment>
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#include <emissivemap_fragment>
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src/renderers/shaders/ShaderLib/meshphysical_frag.glsl

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@@ -61,6 +61,7 @@ void main() {
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#include <specularmap_fragment>
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#include <roughnessmap_fragment>
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#include <metalnessmap_fragment>
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#include <normal_flip>
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#include <normal_fragment>
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#include <emissivemap_fragment>
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