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MeshPhysicalMaterial: Fix shader error for clear coat/anisotropy when normal map is missing. #26334
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Original file line number | Diff line number | Diff line change |
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@@ -1,5 +1,5 @@ | ||
export default /* glsl */` | ||
#ifdef USE_UV | ||
#if defined( USE_UV ) || defined( USE_ANISOTROPY ) | ||
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varying vec2 vUv; | ||
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,5 +1,5 @@ | ||
export default /* glsl */` | ||
#ifdef USE_UV | ||
#if defined( USE_UV ) || defined( USE_ANISOTROPY ) | ||
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varying vec2 vUv; | ||
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If this line is required, then
USE_UV
is not properly defined.Right. Why didn't you do that?
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I was not sure what the plan was for
USE_UV
after #25740 and a hotfix was required.Do you recommend setting
parameters.vertexUvs
when anisotropy is present or creating thedefine
either inWebGLProgram
orWebGLRenderer
.Also, there is
vAnisotropyMapUv
that could be considered or defined cleanly when no normal map is present.There was a problem hiding this comment.
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@repalash This is not your fault. Thank you for your contribution.
I think
USE_UV
should be properly defined. Where it is best to define it at this point I would leave to @Mugen87 and yourself.There was a problem hiding this comment.
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I would favor this approach (if feasible) since anisotropy would work similar to clear coat then.