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PMREMGenerator: Use highp precision in GGX VNDF shader (#32225)
1 parent 0ea6b93 commit 9e6a92c

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4 files changed

+10
-10
lines changed

4 files changed

+10
-10
lines changed

build/three.cjs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -61619,7 +61619,7 @@ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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const MAX_SAMPLES = 20;
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// GGX VNDF importance sampling configuration
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const GGX_SAMPLES = 512;
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const GGX_SAMPLES = 256;
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const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
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const _clearColor = /*@__PURE__*/ new Color();
@@ -62400,8 +62400,8 @@ function _getGGXShader( lodMax, width, height ) {
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fragmentShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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precision highp float;
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precision highp int;
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varying vec3 vOutputDirection;
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build/three.module.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -2677,7 +2677,7 @@ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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const MAX_SAMPLES = 20;
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// GGX VNDF importance sampling configuration
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const GGX_SAMPLES = 512;
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const GGX_SAMPLES = 256;
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const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
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const _clearColor = /*@__PURE__*/ new Color();
@@ -3458,8 +3458,8 @@ function _getGGXShader( lodMax, width, height ) {
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fragmentShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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precision highp float;
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precision highp int;
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varying vec3 vOutputDirection;
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build/three.module.min.js

Lines changed: 1 addition & 1 deletion
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src/extras/PMREMGenerator.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -36,7 +36,7 @@ const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
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const MAX_SAMPLES = 20;
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// GGX VNDF importance sampling configuration
39-
const GGX_SAMPLES = 512;
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const GGX_SAMPLES = 256;
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const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
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const _clearColor = /*@__PURE__*/ new Color();
@@ -817,8 +817,8 @@ function _getGGXShader( lodMax, width, height ) {
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fragmentShader: /* glsl */`
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precision mediump float;
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precision mediump int;
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precision highp float;
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precision highp int;
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varying vec3 vOutputDirection;
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