GLSLNodeBuilder: Fix texture() code generation for depth texture#31770
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Nice, we could simplify a bit like this: generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet ) {
if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
if ( texture.isDepthTexture ) {
if ( offsetSnippet ) return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet } ).x`;
return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
}
if ( offsetSnippet ) return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet } )`;
return `texture( ${ textureProperty }, ${ uvSnippet } )`;
} |
Mugen87
approved these changes
Aug 28, 2025
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Description
Following the discussion in #31760, this PR fixes an issue where
texture()in WebGLBackend generating incorrect UV code, resulting a GLSL compilation error.The argument to GLSL's
texture()can bevec4, when the sampler issampler2DArrayShadowfor example, but theuvSnippetingenerateTextureshould not be assumed to bevec3, and it should be handled separately.https://github.com/mrdoob/three.js/blob/r179/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js#L403