Bladeren bron

Nomenclature clean up (#31564)

WestLangley 5 maanden geleden
bovenliggende
commit
224f26c9d1

+ 1 - 1
examples/jsm/shaders/UnpackDepthRGBAShader.js

@@ -45,7 +45,7 @@ const UnpackDepthRGBAShader = {
 
 			float depth = unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
 
-			#ifdef USE_REVERSEDEPTHBUF
+			#ifdef USE_REVERSED_DEPTH_BUFFER
 
 				gl_FragColor = vec4( vec3( depth ), opacity );
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js

@@ -1,5 +1,5 @@
 export default /* glsl */`
-#if defined( USE_LOGDEPTHBUF )
+#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
 
 	// Doing a strict comparison with == 1.0 can cause noise artifacts
 	// on some platforms. See issue #17623.

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js

@@ -1,5 +1,5 @@
 export default /* glsl */`
-#if defined( USE_LOGDEPTHBUF )
+#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
 
 	uniform float logDepthBufFC;
 	varying float vFragDepth;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js

@@ -1,5 +1,5 @@
 export default /* glsl */`
-#ifdef USE_LOGDEPTHBUF
+#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
 
 	varying float vFragDepth;
 	varying float vIsPerspective;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js

@@ -1,5 +1,5 @@
 export default /* glsl */`
-#ifdef USE_LOGDEPTHBUF
+#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
 
 	vFragDepth = 1.0 + gl_Position.w;
 	vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );

+ 2 - 2
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js

@@ -77,7 +77,7 @@ export default /* glsl */`
 
 		float depth = unpackRGBAToDepth( texture2D( depths, uv ) );
 
-		#ifdef USE_REVERSEDEPTHBUF
+		#ifdef USE_REVERSED_DEPTH_BUFFER
 
 			return step( depth, compare );
 
@@ -101,7 +101,7 @@ export default /* glsl */`
 
 		vec2 distribution = texture2DDistribution( shadow, uv );
 
-		#ifdef USE_REVERSEDEPTHBUF
+		#ifdef USE_REVERSED_DEPTH_BUFFER
 
 			float hard_shadow = step( distribution.x, compare ); // Hard Shadow
 

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

@@ -82,7 +82,7 @@ void main() {
 
 	// Higher precision equivalent of gl_FragCoord.z
 
-	#ifdef USE_REVERSEDEPTHBUF
+	#ifdef USE_REVERSED_DEPTH_BUFFER
 
 		float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];
 

+ 4 - 4
src/renderers/webgl/WebGLProgram.js

@@ -653,8 +653,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 
 			parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
 
-			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
-			parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
+			parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
+			parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',
 
 			'uniform mat4 modelMatrix;',
 			'uniform mat4 modelViewMatrix;',
@@ -820,8 +820,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
 			parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
 			parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
 
-			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
-			parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
+			parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
+			parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',
 
 			'uniform mat4 viewMatrix;',
 			'uniform vec3 cameraPosition;',

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