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Popov72 5 år sedan
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edae603f29

+ 2 - 0
src/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.ts

@@ -284,6 +284,8 @@ export abstract class ReflectionTextureBaseBlock extends NodeMaterialBlock {
     /**
      * Generates the reflection coords code for the fragment code path
      * @param worldNormalVarName name of the world normal variable
+     * @param worldPos name of the world position variable. If not provided, will use the world position connected to this block
+     * @param onlyReflectionVector if true, generates code only for the reflection vector computation, not for the reflection coordinates
      * @returns the shader code
      */
     public handleFragmentSideCodeReflectionCoords(worldNormalVarName: string, worldPos?: string, onlyReflectionVector = false): string {

+ 1 - 1
src/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.ts

@@ -888,7 +888,7 @@ export class PBRMetallicRoughnessBlock extends NodeMaterialBlock {
 
             // _____________________________ Reflection _______________________________________
             if (reflectionBlock && reflectionBlock.hasTexture) {
-                state.compilationString += reflectionBlock.getCode(state, anisotropyBlock ? "anisotropicOut.anisotropicNormal" : "normalW", "environmentRadiance", "irradianceVector", "environmentIrradiance");
+                state.compilationString += reflectionBlock.getCode(state, anisotropyBlock ? "anisotropicOut.anisotropicNormal" : "normalW");
             }
 
             state._emitFunctionFromInclude("pbrBlockReflection", comments, {

+ 1 - 4
src/Materials/Node/Blocks/PBR/reflectionBlock.ts

@@ -305,12 +305,9 @@ export class ReflectionBlock extends ReflectionTextureBaseBlock {
      * Gets the main code of the block (fragment side)
      * @param state current state of the node material building
      * @param normalVarName name of the existing variable corresponding to the normal
-     * @param finalColorVarName name of the variable that will hold the final color
-     * @param finalIrradianceVector name of the variable that will hold the final irradiance vector
-     * @param finalIrradianceVarName name of the variable that will hold the final irradiance color
      * @returns the shader code
      */
-    public getCode(state: NodeMaterialBuildState, normalVarName: string, finalColorVarName: string, finalIrradianceVector: string, finalIrradianceVarName: string): string {
+    public getCode(state: NodeMaterialBuildState, normalVarName: string): string {
         let code = "";
 
         this.handleFragmentSideInits(state);