Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

MeshPhysicalMaterial: Renamed attenuationColor to attenuation #22206

Merged
merged 1 commit into from
Jul 28, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion examples/jsm/loaders/GLTFLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -814,7 +814,7 @@ class GLTFMaterialsVolumeExtension {
materialParams.attenuationDistance = extension.attenuationDistance || 0;

const colorArray = extension.attenuationColor || [ 1, 1, 1 ];
materialParams.attenuationColor = new Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );
materialParams.attenuation = new Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );

return Promise.all( pending );

Expand Down
2 changes: 1 addition & 1 deletion src/loaders/MaterialLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -84,8 +84,8 @@ class MaterialLoader extends Loader {
if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
if ( json.transmission !== undefined ) material.transmission = json.transmission;
if ( json.thickness !== undefined ) material.thickness = json.thickness;
if ( json.attenuation !== undefined && material.attenuation !== undefined ) material.attenuation.setHex( json.attenuation );
if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
if ( json.fog !== undefined ) material.fog = json.fog;
if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
if ( json.blending !== undefined ) material.blending = json.blending;
Expand Down
2 changes: 1 addition & 1 deletion src/materials/Material.js
Original file line number Diff line number Diff line change
Expand Up @@ -270,8 +270,8 @@ class Material extends EventDispatcher {
if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
if ( this.thickness !== undefined ) data.thickness = this.thickness;
if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
if ( this.attenuation !== undefined ) data.attenuation = this.attenuation.getHex();
if ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;
if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

if ( this.size !== undefined ) data.size = this.size;
if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
Expand Down
6 changes: 3 additions & 3 deletions src/materials/MeshPhysicalMaterial.js
Original file line number Diff line number Diff line change
Expand Up @@ -22,8 +22,8 @@ import * as MathUtils from '../math/MathUtils.js';
*
* thickness: <float>,
* thicknessMap: new THREE.Texture( <Image> ),
* attenuation: <Color>,
* attenuationDistance: <float>,
* attenuationColor: <Color>,
*
* specularIntensity: <float>,
* specularIntensityhMap: new THREE.Texture( <Image> ),
Expand Down Expand Up @@ -76,8 +76,8 @@ class MeshPhysicalMaterial extends MeshStandardMaterial {

this.thickness = 0.01;
this.thicknessMap = null;
this.attenuation = new Color( 1, 1, 1 );
this.attenuationDistance = 0.0;
this.attenuationColor = new Color( 1, 1, 1 );

this.specularIntensity = 1.0;
this.specularIntensityMap = null;
Expand Down Expand Up @@ -123,8 +123,8 @@ class MeshPhysicalMaterial extends MeshStandardMaterial {

this.thickness = source.thickness;
this.thicknessMap = source.thicknessMap;
this.attenuation.copy( source.attenuation );
this.attenuationDistance = source.attenuationDistance;
this.attenuationColor.copy( source.attenuationColor );

this.specularIntensity = source.specularIntensity;
this.specularIntensityMap = source.specularIntensityMap;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ export default /* glsl */`
vec3 transmission = transmissionFactor * getIBLVolumeRefraction(
normal, v, roughnessFactor, material.diffuseColor, material.specularColor,
pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,
attenuationColor, attenuationDistance );
attenuation, attenuationDistance );

totalDiffuse = mix( totalDiffuse, transmission, transmissionFactor );
#endif
Expand Down
2 changes: 1 addition & 1 deletion src/renderers/shaders/ShaderLib.js
Original file line number Diff line number Diff line change
Expand Up @@ -303,8 +303,8 @@ ShaderLib.physical = {
transmissionSamplerMap: { value: null },
thickness: { value: 0 },
thicknessMap: { value: null },
attenuation: { value: new Color( 0x000000 ) },
attenuationDistance: { value: 0 },
attenuationColor: { value: new Color( 0x000000 ) },
specularIntensity: { value: 0 },
specularIntensityMap: { value: null },
specularTint: { value: new Color( 1, 1, 1 ) },
Expand Down
2 changes: 1 addition & 1 deletion src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ uniform float opacity;
#ifdef USE_TRANSMISSION
uniform float transmission;
uniform float thickness;
uniform vec3 attenuationColor;
uniform vec3 attenuation;
uniform float attenuationDistance;
#endif

Expand Down
2 changes: 1 addition & 1 deletion src/renderers/webgl/WebGLMaterials.js
Original file line number Diff line number Diff line change
Expand Up @@ -622,8 +622,8 @@ function WebGLMaterials( properties ) {

}

uniforms.attenuation.value.copy( material.attenuation );
uniforms.attenuationDistance.value = material.attenuationDistance;
uniforms.attenuationColor.value.copy( material.attenuationColor );

uniforms.specularIntensity.value = material.specularIntensity;
uniforms.specularTint.value.copy( material.specularTint );
Expand Down