diff --git a/examples/jsm/shaders/UnpackDepthRGBAShader.js b/examples/jsm/shaders/UnpackDepthRGBAShader.js index 0d86af0727ee5f..ef0271df1880c3 100644 --- a/examples/jsm/shaders/UnpackDepthRGBAShader.js +++ b/examples/jsm/shaders/UnpackDepthRGBAShader.js @@ -45,7 +45,7 @@ const UnpackDepthRGBAShader = { float depth = unpackRGBAToDepth( texture2D( tDiffuse, vUv ) ); - #ifdef USE_REVERSEDEPTHBUF + #ifdef USE_REVERSED_DEPTH_BUFFER gl_FragColor = vec4( vec3( depth ), opacity ); diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js index ed09c7e3e00aa1..354973eee37c2c 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js @@ -1,5 +1,5 @@ export default /* glsl */` -#if defined( USE_LOGDEPTHBUF ) +#if defined( USE_LOGARITHMIC_DEPTH_BUFFER ) // Doing a strict comparison with == 1.0 can cause noise artifacts // on some platforms. See issue #17623. diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js index 553e8bd84f2f45..1e4ae94afb9704 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js @@ -1,5 +1,5 @@ export default /* glsl */` -#if defined( USE_LOGDEPTHBUF ) +#if defined( USE_LOGARITHMIC_DEPTH_BUFFER ) uniform float logDepthBufFC; varying float vFragDepth; diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js index 57798de714bdea..9784638e8ad0f1 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js @@ -1,5 +1,5 @@ export default /* glsl */` -#ifdef USE_LOGDEPTHBUF +#ifdef USE_LOGARITHMIC_DEPTH_BUFFER varying float vFragDepth; varying float vIsPerspective; diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js b/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js index c1007510f4f532..8ceb306a476da9 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js @@ -1,5 +1,5 @@ export default /* glsl */` -#ifdef USE_LOGDEPTHBUF +#ifdef USE_LOGARITHMIC_DEPTH_BUFFER vFragDepth = 1.0 + gl_Position.w; vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) ); diff --git a/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js index 3631418a2bdc1a..b26f528895920d 100644 --- a/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js @@ -77,7 +77,7 @@ export default /* glsl */` float depth = unpackRGBAToDepth( texture2D( depths, uv ) ); - #ifdef USE_REVERSEDEPTHBUF + #ifdef USE_REVERSED_DEPTH_BUFFER return step( depth, compare ); @@ -101,7 +101,7 @@ export default /* glsl */` vec2 distribution = texture2DDistribution( shadow, uv ); - #ifdef USE_REVERSEDEPTHBUF + #ifdef USE_REVERSED_DEPTH_BUFFER float hard_shadow = step( distribution.x, compare ); // Hard Shadow diff --git a/src/renderers/shaders/ShaderLib/depth.glsl.js b/src/renderers/shaders/ShaderLib/depth.glsl.js index ecc19315e4a66b..b40f87b3e7e2ae 100644 --- a/src/renderers/shaders/ShaderLib/depth.glsl.js +++ b/src/renderers/shaders/ShaderLib/depth.glsl.js @@ -82,7 +82,7 @@ void main() { // Higher precision equivalent of gl_FragCoord.z - #ifdef USE_REVERSEDEPTHBUF + #ifdef USE_REVERSED_DEPTH_BUFFER float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ]; diff --git a/src/renderers/webgl/WebGLProgram.js b/src/renderers/webgl/WebGLProgram.js index f6eac60ff6fde7..3b340d332b34a3 100644 --- a/src/renderers/webgl/WebGLProgram.js +++ b/src/renderers/webgl/WebGLProgram.js @@ -653,8 +653,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '', + parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', + parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', @@ -820,8 +820,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '', - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.reversedDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '', + parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', + parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;',