patchShaderChunks method
void
patchShaderChunks()
Implementation
void patchShaderChunks(){
shaderChunk['map_fragment'] = buildConditionalReplacer(
shaderChunk['map_fragment']!,
'vec4 sampledDiffuseColor = texture2D( map, vMapUv );',
"vec4 sampledDiffuseColor = textureNoTileNeyret(map, vMapUv);"
);
shaderChunk['normal_fragment_maps'] = buildConditionalReplacer(
shaderChunk['normal_fragment_maps']!,
'normal = texture2D( normalMap, vNormalMapUv );',
"normal = textureNoTileNeyret(normalMap, vNormalMapUv);"
);
shaderChunk['roughnessmap_fragment'] = buildConditionalReplacer(
shaderChunk['roughnessmap_fragment']!,
'vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );',
"vec4 texelRoughness = textureNoTileNeyret(roughnessMap, vRoughnessMapUv);"
);
shaderChunk['metalnessmap_fragment'] = buildConditionalReplacer(
shaderChunk['metalnessmap_fragment']!,
'vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );',
"vec4 texelMetalness = textureNoTileNeyret(metalnessMap, vMetalnessMapUv);"
);
shaderChunk['tilebreaking_pars_fragment'] = tileBreakingNeyret;
}