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PMREMGenerator: Add flipEnvMap. #23158

Merged
merged 4 commits into from
Jan 6, 2022
Merged

PMREMGenerator: Add flipEnvMap. #23158

merged 4 commits into from
Jan 6, 2022

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Mugen87
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@Mugen87 Mugen87 commented Jan 6, 2022

Related issue: #23152

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#23152 revealed a small issue in PMREMGenerator. When working with cube render targets, the same flip logic for px/nx is required like in the material shaders.

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Mugen87 commented Jan 6, 2022

BTW: This issue was earlier reported at the forum. It's good to have the PMREMGenerator + CubeCamera use case fixed: https://discourse.threejs.org/t/pmremgenerator-cubecamera-and-envmap-mirroring-issues/30389

@Mugen87 Mugen87 merged commit d27daf6 into mrdoob:dev Jan 6, 2022
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Mugen87 commented Jan 6, 2022

Merging for further testing.

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Mugen87 commented Jan 6, 2022

Updated builds: 3843183

envMap: cubeRenderTarget2.texture,
combine: THREE.MultiplyOperation,
reflectivity: 1
roughness: 0,
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I would also recommend using a roughness value > 0 (or several values, or adjustable values). The example only worked before for mirrored reflections; now that it uses actual PMREM, it will also work for other roughness values, so we should demonstrate that to help ensure it does not regress.

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varying vec3 vOutputDirection;

uniform samplerCube envMap;

void main() {

gl_FragColor = textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) );
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
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❤️

@joshuaellis joshuaellis mentioned this pull request Jan 19, 2022
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3 participants