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| for (key in schema) { | ||
| if (schema[key].is !== type) { continue; } | ||
| if (schema[key].is !== 'uniform') { continue; } |
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Should 'is' property be removed from schema and all shaders updated accordingly?
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I did contemplate that as well, but I think it's safer to leave it. It can also serve some purpose. Say for example you rename or deprecate a uniform on your shader. Now you can add a property to the schema under the old name, but not mark it as a uniform. By overloading the update method you can then print a warning message and delegate to the old behaviour without it ending up as a uniform.
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Looking at this now. Nothing pending here? |
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@dmarcos Rebased on master, the msdf and sdf shaders started using initVariables (#5409), so updated those. |
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Thanks! |
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- panel-shader.js, supercurve-shader.js: A-Frame aframevr/aframe#5310 removed updateVariables and the attributes array from the Shader base class. Delegate the uniform-update work to the inherited base update via the prototype chain so our registerPanel/registerCurve side effect still runs. - trail.js: THREE.VertexColors was removed in three.js r125 — the material property is now a plain boolean. - scene.html: set renderer="colorManagement: false" so colors and textures keep the pre-1.3.0 behavior our custom GLSL was authored against. Without this A-Frame enables THREE.ColorManagement and switches outputColorSpace to sRGB, which throws off every shader that mixes raw color uniforms. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Description:
The property combination is: "attribute" doesn't really do anything any more as attributes don't have to be manually specified for (Raw)ShaderMaterial. This PR removes it from the code and cleans up the Shader file and corresponding test cases.
Changes proposed: