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;
}