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OutputShader: Use #include instead of ShaderChunk. #26990

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merged 2 commits into from Oct 16, 2023

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CodyJasonBennett
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Related issue: #XXXX

Description

Minor changes from #26912 which were previously needed for tree-shaking better align with surrounding shader chunk consumption.

@@ -35,7 +31,8 @@ const OutputShader = {

uniform sampler2D tDiffuse;

` + ShaderChunk[ 'tonemapping_pars_fragment' ] + ShaderChunk[ 'colorspace_pars_fragment' ] + `
#include <tonemapping_pars_fragment>
#include <colorspace_pars_fragment>
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@Mugen87 Mugen87 Oct 16, 2023

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Um, I'm not sure why I have written this differently. I could swear previous versions required the ShaderChunk approach otherwise a GLSL error occurred.

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Probably related to automatically included chunks when tonemapping is configured on the renderer.

( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below

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@Mugen87 Mugen87 Oct 16, 2023

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Ah, maybe the runtime error occurred because I have used ShaderMaterial at the beginning. I have later switched to RawShaderMaterial and thought includes could not be used.

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Anyway, let's give this a try. It's indeed the cleaner solution.

@Mugen87 Mugen87 added this to the r158 milestone Oct 16, 2023
@Mugen87 Mugen87 merged commit 5f2e835 into mrdoob:dev Oct 16, 2023
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@Mugen87 Mugen87 changed the title OutputShader: Cleanup. OutputShader: Use #include instead of ShaderChunk. Oct 16, 2023
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2 participants