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claygl-next

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claygl-next - npm Package Compare versions

Comparing version 2.0.0-alpha.23 to 2.0.0-alpha.24

2

lib/deferred/GBuffer.js

@@ -64,2 +64,4 @@ import Texture2D from '../Texture2D';

return !((_d = renderableGBufferData.get(renderable)) === null || _d === void 0 ? void 0 : _d.prevWorldViewProjection);
case 'useVertexColor':
return standardMaterial.isDefined('vertex', 'VERTEX_COLOR');
default:

@@ -66,0 +68,0 @@ const useRoughnessWorkflow = !standardMaterial.isDefined('fragment', 'SPECULAR_WORKFLOW');

@@ -41,2 +41,7 @@ import { FragmentShader, VertexShader } from '../../../Shader';

};
useVertexColor: {
type: "bool";
value: number;
semantic: import("../../../Shader").UniformSemantic | import("../../../Shader").MatrixSemantic | undefined;
};
}, {

@@ -55,2 +60,6 @@ position: {

};
color: {
type: "vec4";
semantic: "COLOR" | undefined;
};
tangent: {

@@ -67,2 +76,5 @@ type: "vec4";

};
v_Color: {
type: "vec4";
};
v_Tangent: {

@@ -69,0 +81,0 @@ type: "vec3";

@@ -1,2 +0,2 @@

import { createArrayUniform, createUniform as uniform, createVarying as varying, FragmentShader, glsl, VertexShader } from '../../../Shader';
import { createArrayUniform, createAttribute as attribute, createUniform as uniform, createVarying as varying, FragmentShader, glsl, VertexShader } from '../../../Shader';
import { NORMAL, POSITION, TANGENT, TEXCOORD_0, VIEWINVERSE, WORLD, WORLDINVERSETRANSPOSE, WORLDVIEWPROJECTION } from '../shared';

@@ -11,2 +11,3 @@ import { skinningMixin, sRGBMixin } from '../util.glsl';

normal: NORMAL(),
color: attribute('vec4', 'COLOR'),
tangent: TANGENT()

@@ -22,3 +23,4 @@ },

uvRepeat: uniform('vec2'),
uvOffset: uniform('vec2')
uvOffset: uniform('vec2'),
useVertexColor: uniform('bool')
},

@@ -28,2 +30,3 @@ varyings: {

v_Normal: varying('vec3'),
v_Color: varying('vec4'),
v_Tangent: varying('vec3'),

@@ -92,2 +95,11 @@ v_Bitangent: varying('vec3'),

#ifdef USE_TARGET_TEXTURE3
if (useVertexColor) {
v_Color = color;
}
else {
v_Color = vec4(1.0);
}
#endif
#ifdef USE_TARGET_TEXTURE1

@@ -216,8 +228,10 @@ v_Normal = normalize((worldInverseTranspose * vec4(skinnedNormal, 0.0)).xyz);

vec3 albedo = color;
vec4 vtxColor = v_Color;
if (linear) {
texel = sRGBToLinear(texel);
albedo = sRGBToLinear(vec4(albedo, 1.0)).rgb;
vtxColor = sRGBToLinear(vtxColor);
}
out_color1 = vec4(texel.rgb * albedo, m + 0.005);
out_color1 = vec4(texel.rgb * albedo * vtxColor.rgb, m + 0.005);
#endif

@@ -224,0 +238,0 @@

2

package.json
{
"name": "claygl-next",
"version": "2.0.0-alpha.23",
"version": "2.0.0-alpha.24",
"description": "A 3D graphic library",

@@ -5,0 +5,0 @@ "keywords": [

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