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Nomenclature clean up (#31564)
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8 files changed

+12
-12
lines changed

8 files changed

+12
-12
lines changed

examples/jsm/shaders/UnpackDepthRGBAShader.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -45,7 +45,7 @@ const UnpackDepthRGBAShader = {
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float depth = unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
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#ifdef USE_REVERSEDEPTHBUF
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#ifdef USE_REVERSED_DEPTH_BUFFER
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gl_FragColor = vec4( vec3( depth ), opacity );
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src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
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export default /* glsl */`
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#if defined( USE_LOGDEPTHBUF )
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#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
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// Doing a strict comparison with == 1.0 can cause noise artifacts
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// on some platforms. See issue #17623.

src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
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export default /* glsl */`
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#if defined( USE_LOGDEPTHBUF )
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#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
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uniform float logDepthBufFC;
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varying float vFragDepth;

src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
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export default /* glsl */`
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#ifdef USE_LOGDEPTHBUF
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#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
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varying float vFragDepth;
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varying float vIsPerspective;

src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
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export default /* glsl */`
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#ifdef USE_LOGDEPTHBUF
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#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
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vFragDepth = 1.0 + gl_Position.w;
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vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );

src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -77,7 +77,7 @@ export default /* glsl */`
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float depth = unpackRGBAToDepth( texture2D( depths, uv ) );
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#ifdef USE_REVERSEDEPTHBUF
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#ifdef USE_REVERSED_DEPTH_BUFFER
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return step( depth, compare );
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@@ -101,7 +101,7 @@ export default /* glsl */`
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vec2 distribution = texture2DDistribution( shadow, uv );
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#ifdef USE_REVERSEDEPTHBUF
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#ifdef USE_REVERSED_DEPTH_BUFFER
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float hard_shadow = step( distribution.x, compare ); // Hard Shadow
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src/renderers/shaders/ShaderLib/depth.glsl.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -82,7 +82,7 @@ void main() {
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// Higher precision equivalent of gl_FragCoord.z
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#ifdef USE_REVERSEDEPTHBUF
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#ifdef USE_REVERSED_DEPTH_BUFFER
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float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];
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src/renderers/webgl/WebGLProgram.js

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -653,8 +653,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
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parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
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parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',
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'uniform mat4 modelMatrix;',
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'uniform mat4 modelViewMatrix;',
@@ -820,8 +820,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
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parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
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parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
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parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
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parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
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parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',
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'uniform mat4 viewMatrix;',
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'uniform vec3 cameraPosition;',

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