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Simplified cube and equirect shaders. See mrdoob#9235.
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-20
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4 files changed

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src/renderers/shaders/ShaderLib/cube_frag.glsl

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@@ -5,16 +5,10 @@ uniform float opacity;
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varying vec3 vWorldPosition;
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#include <common>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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void main() {
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#include <clipping_planes_fragment>
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gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
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gl_FragColor.a *= opacity;
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#include <logdepthbuf_fragment>
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}
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@@ -1,16 +1,12 @@
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varying vec3 vWorldPosition;
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#include <common>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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void main() {
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vWorldPosition = transformDirection( position, modelMatrix );
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#include <begin_vertex>
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#include <project_vertex>
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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}

src/renderers/shaders/ShaderLib/equirect_frag.glsl

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@@ -4,20 +4,14 @@ uniform float tFlip;
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varying vec3 vWorldPosition;
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#include <common>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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void main() {
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#include <clipping_planes_fragment>
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// gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
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vec3 direction = normalize( vWorldPosition );
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vec2 sampleUV;
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sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );
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sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
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gl_FragColor = texture2D( tEquirect, sampleUV );
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#include <logdepthbuf_fragment>
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}
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varying vec3 vWorldPosition;
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#include <common>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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void main() {
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vWorldPosition = transformDirection( position, modelMatrix );
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#include <begin_vertex>
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#include <project_vertex>
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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}

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