three.js 中ShaderChunk的 uv_pars_vertex.glsl

1. three.js 中ShaderChunk的 uv_pars_vertex.glsl

export default /* glsl */`
#if defined( USE_UV ) || defined( USE_ANISOTROPY )
// 如果使用了UV坐标,或者什么什么;
// 那我就声明一个 varying vUv 变量
	varying vec2 vUv;

#endif
#ifdef USE_MAP
    // 如果我们使用了纹理贴图了
	uniform mat3 mapTransform;
	// 我们就会声明一个,纹理变化矩阵
	varying vec2 vMapUv;
	// 我还会声明一个纹理UV坐标变量

#endif
#ifdef USE_ALPHAMAP

	uniform mat3 alphaMapTransform;
	varying vec2 vAlphaMapUv;

#endif
#ifdef USE_LIGHTMAP

	uniform mat3 lightMapTransform;
	varying vec2 vLightMapUv;

#endif
#ifdef USE_AOMAP
	// 如果我们使用了AO纹理,环境遮罩纹理的化
	// 我就会声明一个aoMap 的变化矩阵
	uniform mat3 aoMapTransform;
	varying vec2 vAoMapUv;
	// 以及他的 aoMap 的纹理坐标 MapUv;

#endif
#ifdef USE_BUMPMAP

	uniform mat3 bumpMapTransform;
	varying vec2 vBumpMapUv;

#endif
#ifdef USE_NORMALMAP

	uniform mat3 normalMapTransform;
	varying vec2 vNormalMapUv;

#endif
#ifdef USE_DISPLACEMENTMAP

	uniform mat3 displacementMapTransform;
	varying vec2 vDisplacementMapUv;

#endif
#ifdef USE_EMISSIVEMAP

	uniform mat3 emissiveMapTransform;
	varying vec2 vEmissiveMapUv;

#endif
#ifdef USE_METALNESSMAP

	uniform mat3 metalnessMapTransform;
	varying vec2 vMetalnessMapUv;

#endif
#ifdef USE_ROUGHNESSMAP

	uniform mat3 roughnessMapTransform;
	varying vec2 vRoughnessMapUv;

#endif
#ifdef USE_ANISOTROPYMAP

	uniform mat3 anisotropyMapTransform;
	varying vec2 vAnisotropyMapUv;

#endif
#ifdef USE_CLEARCOATMAP

	uniform mat3 clearcoatMapTransform;
	varying vec2 vClearcoatMapUv;

#endif
#ifdef USE_CLEARCOAT_NORMALMAP

	uniform mat3 clearcoatNormalMapTransform;
	varying vec2 vClearcoatNormalMapUv;

#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP

	uniform mat3 clearcoatRoughnessMapTransform;
	varying vec2 vClearcoatRoughnessMapUv;

#endif
#ifdef USE_SHEEN_COLORMAP

	uniform mat3 sheenColorMapTransform;
	varying vec2 vSheenColorMapUv;

#endif
#ifdef USE_SHEEN_ROUGHNESSMAP

	uniform mat3 sheenRoughnessMapTransform;
	varying vec2 vSheenRoughnessMapUv;

#endif
#ifdef USE_IRIDESCENCEMAP

	uniform mat3 iridescenceMapTransform;
	varying vec2 vIridescenceMapUv;

#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP

	uniform mat3 iridescenceThicknessMapTransform;
	varying vec2 vIridescenceThicknessMapUv;

#endif
#ifdef USE_SPECULARMAP

	uniform mat3 specularMapTransform;
	varying vec2 vSpecularMapUv;

#endif
#ifdef USE_SPECULAR_COLORMAP

	uniform mat3 specularColorMapTransform;
	varying vec2 vSpecularColorMapUv;

#endif
#ifdef USE_SPECULAR_INTENSITYMAP

	uniform mat3 specularIntensityMapTransform;
	varying vec2 vSpecularIntensityMapUv;

#endif
#ifdef USE_TRANSMISSIONMAP

	uniform mat3 transmissionMapTransform;
	varying vec2 vTransmissionMapUv;

#endif
#ifdef USE_THICKNESSMAP

	uniform mat3 thicknessMapTransform;
	varying vec2 vThicknessMapUv;

#endif
`;

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