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Added support for lightMap encoding #18052

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merged 7 commits into from Dec 3, 2019
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3 changes: 2 additions & 1 deletion src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js
@@ -1,7 +1,8 @@
export default /* glsl */`
#ifdef USE_LIGHTMAP

reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage

#endif
`;
Expand Up @@ -3,7 +3,8 @@ export default /* glsl */`

#ifdef USE_LIGHTMAP

vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
vec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;

#ifndef PHYSICALLY_CORRECT_LIGHTS

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5 changes: 3 additions & 2 deletions src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js
Expand Up @@ -41,8 +41,9 @@ void main() {

// accumulation (baked indirect lighting only)
#ifdef USE_LIGHTMAP

reflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;

vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;

#else

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3 changes: 2 additions & 1 deletion src/renderers/webgl/WebGLProgram.js
Expand Up @@ -628,12 +628,13 @@ function WebGLProgram( renderer, extensions, cacheKey, material, shader, paramet

parameters.dithering ? '#define DITHERING' : '',

( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?
ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
parameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',

parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
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3 changes: 2 additions & 1 deletion src/renderers/webgl/WebGLPrograms.js
Expand Up @@ -37,7 +37,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
var parameterNames = [
"precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
"map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
"lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
"roughnessMap", "metalnessMap", "gradientMap",
"alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
Expand Down Expand Up @@ -163,6 +163,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
lightMap: !! material.lightMap,
lightMapEncoding: getTextureEncodingFromMap( material.lightMap, renderer.gammaInput ),
aoMap: !! material.aoMap,
emissiveMap: !! material.emissiveMap,
emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
Expand Down