diff --git a/examples/js/renderers/WebGLDeferredRenderer.js b/examples/js/renderers/WebGLDeferredRenderer.js index b6dbdaff7ca95f..ee9d7e818362a6 100644 --- a/examples/js/renderers/WebGLDeferredRenderer.js +++ b/examples/js/renderers/WebGLDeferredRenderer.js @@ -1708,19 +1708,19 @@ THREE.ShaderDeferred = { "varying vec3 vNormal;", "varying vec4 vPosition;", - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], + "#include ", + "#include ", "void main() {", - THREE.ShaderChunk[ "begin_vertex" ], - THREE.ShaderChunk[ "beginnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "project_vertex" ], + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", " vNormal = normalize( transformedNormal );", " vPosition = gl_Position;", @@ -1765,21 +1765,21 @@ THREE.ShaderDeferred = { vertexShader: [ - THREE.ShaderChunk[ "uv_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], + "#include ", + "#include ", + "#include ", "void main() {", - THREE.ShaderChunk[ "uv_vertex" ], - THREE.ShaderChunk[ "begin_vertex" ], - THREE.ShaderChunk[ "beginnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "project_vertex" ], + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", "}" @@ -1792,8 +1792,8 @@ THREE.ShaderDeferred = { "uniform vec3 specular;", "uniform float shininess;", - THREE.ShaderChunk[ "uv_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], + "#include ", + "#include ", THREE.DeferredShaderChunk[ "packVector3" ], "void main() {", @@ -1802,7 +1802,7 @@ THREE.ShaderDeferred = { " vec3 emissiveColor = emissive;", " vec3 specularColor = specular;", - THREE.ShaderChunk[ "map_fragment" ], + "#include ", THREE.DeferredShaderChunk[ "packColor" ], " gl_FragColor = packedColor;", @@ -2117,19 +2117,19 @@ THREE.ShaderDeferred = { "varying vec3 vNormal;", "varying vec4 vPosition;", - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], + "#include ", + "#include ", "void main() {", - THREE.ShaderChunk[ "begin_vertex" ], - THREE.ShaderChunk[ "beginnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "project_vertex" ], + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", " vNormal = normalize( transformedNormal );", " vPosition = gl_Position;", @@ -2420,21 +2420,21 @@ THREE.ShaderDeferred = { vertexShader: [ - THREE.ShaderChunk[ "uv_pars_vertex" ], - THREE.ShaderChunk[ "morphtarget_pars_vertex" ], - THREE.ShaderChunk[ "skinning_pars_vertex" ], + "#include ", + "#include ", + "#include ", "void main() {", - THREE.ShaderChunk[ "uv_vertex" ], - THREE.ShaderChunk[ "begin_vertex" ], - THREE.ShaderChunk[ "beginnormal_vertex" ], - THREE.ShaderChunk[ "skinbase_vertex" ], - THREE.ShaderChunk[ "skinnormal_vertex" ], - THREE.ShaderChunk[ "defaultnormal_vertex" ], - THREE.ShaderChunk[ "morphtarget_vertex" ], - THREE.ShaderChunk[ "skinning_vertex" ], - THREE.ShaderChunk[ "project_vertex" ], + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", + "#include ", "}" @@ -2452,8 +2452,8 @@ THREE.ShaderDeferred = { "uniform float viewHeight;", "uniform float viewWidth;", - THREE.ShaderChunk[ "uv_pars_fragment" ], - THREE.ShaderChunk[ "map_pars_fragment" ], + "#include ", + "#include ", THREE.DeferredShaderChunk[ "unpackFloat" ], @@ -2467,7 +2467,7 @@ THREE.ShaderDeferred = { " vec4 light = texture2D( samplerLight, texCoord );", - THREE.ShaderChunk[ "map_fragment" ], + "#include ", " vec3 diffuseFinal = diffuseColor.rgb * light.rgb;", " vec3 emissiveFinal = emissiveColor;",