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Moving more includes into legacyPbr

David Catuhe 9 年之前
父節點
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2fa2a972e1

+ 6 - 99
materialsLibrary/materials/pbr/legacypbr.fragment.fx

@@ -189,97 +189,10 @@ varying vec4 vColor;
 #endif
 
 // Lights
-#ifdef LIGHT0
-uniform vec4 vLightData0;
-uniform vec4 vLightDiffuse0;
-#ifdef SPECULARTERM
-uniform vec3 vLightSpecular0;
-#endif
-#ifdef SHADOW0
-#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
-varying vec4 vPositionFromLight0;
-uniform sampler2D shadowSampler0;
-#else
-uniform samplerCube shadowSampler0;
-#endif
-uniform vec3 shadowsInfo0;
-#endif
-#ifdef SPOTLIGHT0
-uniform vec4 vLightDirection0;
-#endif
-#ifdef HEMILIGHT0
-uniform vec3 vLightGround0;
-#endif
-#endif
-
-#ifdef LIGHT1
-uniform vec4 vLightData1;
-uniform vec4 vLightDiffuse1;
-#ifdef SPECULARTERM
-uniform vec3 vLightSpecular1;
-#endif
-#ifdef SHADOW1
-#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
-varying vec4 vPositionFromLight1;
-uniform sampler2D shadowSampler1;
-#else
-uniform samplerCube shadowSampler1;
-#endif
-uniform vec3 shadowsInfo1;
-#endif
-#ifdef SPOTLIGHT1
-uniform vec4 vLightDirection1;
-#endif
-#ifdef HEMILIGHT1
-uniform vec3 vLightGround1;
-#endif
-#endif
-
-#ifdef LIGHT2
-uniform vec4 vLightData2;
-uniform vec4 vLightDiffuse2;
-#ifdef SPECULARTERM
-uniform vec3 vLightSpecular2;
-#endif
-#ifdef SHADOW2
-#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
-varying vec4 vPositionFromLight2;
-uniform sampler2D shadowSampler2;
-#else
-uniform samplerCube shadowSampler2;
-#endif
-uniform vec3 shadowsInfo2;
-#endif
-#ifdef SPOTLIGHT2
-uniform vec4 vLightDirection2;
-#endif
-#ifdef HEMILIGHT2
-uniform vec3 vLightGround2;
-#endif
-#endif
-
-#ifdef LIGHT3
-uniform vec4 vLightData3;
-uniform vec4 vLightDiffuse3;
-#ifdef SPECULARTERM
-uniform vec3 vLightSpecular3;
-#endif
-#ifdef SHADOW3
-#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
-varying vec4 vPositionFromLight3;
-uniform sampler2D shadowSampler3;
-#else
-uniform samplerCube shadowSampler3;
-#endif
-uniform vec3 shadowsInfo3;
-#endif
-#ifdef SPOTLIGHT3
-uniform vec4 vLightDirection3;
-#endif
-#ifdef HEMILIGHT3
-uniform vec3 vLightGround3;
-#endif
-#endif
+#include<light0FragmentDeclaration>
+#include<light1FragmentDeclaration>
+#include<light2FragmentDeclaration>
+#include<light3FragmentDeclaration>
 
 // Samplers
 #ifdef ALBEDO
@@ -318,9 +231,7 @@ uniform vec2 vReflectivityInfos;
 uniform sampler2D reflectivitySampler;
 #endif
 
-#ifdef CLIPPLANE
-varying float fClipDistance;
-#endif
+#include<clipPlaneFragmentDeclaration>
 
 // Light Computing
 struct lightingInfo
@@ -434,11 +345,7 @@ lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4
 }
 
 void main(void) {
-    // Clip plane
-#ifdef CLIPPLANE
-    if (fClipDistance > 0.0)
-        discard;
-#endif
+#include<clipPlaneFragment>
 
     vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
 

+ 2 - 8
materialsLibrary/materials/pbr/legacypbr.vertex.fx

@@ -58,10 +58,7 @@ varying vec3 vNormalW;
 varying vec4 vColor;
 #endif
 
-#ifdef CLIPPLANE
-uniform vec4 vClipPlane;
-varying float fClipDistance;
-#endif
+#include<clipPlaneVertexDeclaration>
 
 void main(void) {
     mat4 finalWorld = world;
@@ -140,10 +137,7 @@ void main(void) {
 	}
 #endif
 
-	// Clip plane
-#ifdef CLIPPLANE
-	fClipDistance = dot(worldPos, vClipPlane);
-#endif
+#include<clipPlaneVertex>
 
 	// Vertex color
 #ifdef VERTEXCOLOR