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three.js
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d005f129
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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d005f129
编写于
3月 08, 2016
作者:
B
Ben Houston
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电子邮件补丁
差异文件
refactor glsl for physical lights so there is no duplication.
上级
d3606272
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
21 addition
and
25 deletion
+21
-25
src/renderers/shaders/ShaderChunk/ambient_pars.glsl
src/renderers/shaders/ShaderChunk/ambient_pars.glsl
+5
-5
src/renderers/shaders/ShaderChunk/lights_pars.glsl
src/renderers/shaders/ShaderChunk/lights_pars.glsl
+5
-5
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
...erers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+3
-5
src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
...rs/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
+3
-5
src/renderers/shaders/ShaderChunk/lights_template.glsl
src/renderers/shaders/ShaderChunk/lights_template.glsl
+5
-5
未找到文件。
src/renderers/shaders/ShaderChunk/ambient_pars.glsl
浏览文件 @
d005f129
...
...
@@ -2,14 +2,14 @@ uniform vec3 ambientLightColor;
vec3
getAmbientLightIrradiance
(
const
in
vec3
ambientLightColor
)
{
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
vec3
irradiance
=
ambientLightColor
;
return
ambientLightColor
;
#ifndef PHYSICALLY_CORRECT_LIGHTS
#else
irradiance
*=
PI
;
return
PI
*
ambientLightColor
;
#endif
#endif
return
irradiance
;
}
src/renderers/shaders/ShaderChunk/lights_pars.glsl
浏览文件 @
d005f129
...
...
@@ -140,15 +140,15 @@
float
dotNL
=
dot
(
geometry
.
normal
,
hemiLight
.
direction
);
float
hemiDiffuseWeight
=
0
.
5
*
dotNL
+
0
.
5
;
#if defined( PHYSICALLY_CORRECT_LIGHTS )
vec3
irradiance
=
mix
(
hemiLight
.
groundColor
,
hemiLight
.
skyColor
,
hemiDiffuseWeight
);
return
mix
(
hemiLight
.
groundColor
,
hemiLight
.
skyColor
,
hemiDiffuseWeight
);
#ifndef PHYSICALLY_CORRECT_LIGHTS
#else
irradiance
*=
PI
;
return
PI
*
mix
(
hemiLight
.
groundColor
,
hemiLight
.
skyColor
,
hemiDiffuseWeight
);
#endif
#endif
return
irradiance
;
}
...
...
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
浏览文件 @
d005f129
...
...
@@ -26,15 +26,13 @@ void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in Geometri
float
dotNL
=
saturate
(
dot
(
geometry
.
normal
,
directLight
.
direction
)
);
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
vec3
irradiance
=
dotNL
*
directLight
.
color
;
#else
#ifndef PHYSICALLY_CORRECT_LIGHTS
vec3
irradiance
=
dotNL
*
PI
*
directLight
.
color
;
// punctual light
irradiance
*=
PI
;
// punctual light
#endif
#endif
reflectedLight
.
directDiffuse
+=
irradiance
*
BRDF_Diffuse_Lambert
(
material
.
diffuseColor
);
reflectedLight
.
directSpecular
+=
irradiance
*
BRDF_Specular_BlinnPhong
(
directLight
,
geometry
,
material
.
specularColor
,
material
.
specularShininess
)
*
material
.
specularStrength
;
...
...
src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
浏览文件 @
d005f129
...
...
@@ -10,15 +10,13 @@ void RE_Direct_Standard( const in IncidentLight directLight, const in GeometricC
float
dotNL
=
saturate
(
dot
(
geometry
.
normal
,
directLight
.
direction
)
);
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
vec3
irradiance
=
dotNL
*
directLight
.
color
;
#else
#ifndef PHYSICALLY_CORRECT_LIGHTS
vec3
irradiance
=
dotNL
*
PI
*
directLight
.
color
;
// punctual light
irradiance
*=
PI
;
// punctual light
#endif
#endif
reflectedLight
.
directDiffuse
+=
irradiance
*
BRDF_Diffuse_Lambert
(
material
.
diffuseColor
);
...
...
src/renderers/shaders/ShaderChunk/lights_template.glsl
浏览文件 @
d005f129
...
...
@@ -87,16 +87,16 @@ IncidentLight directLight;
#ifdef USE_LIGHTMAP
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
vec3
lightMapIrradiance
=
texture2D
(
lightMap
,
vUv2
).
xyz
*
lightMapIntensity
;
irradiance
+=
texture2D
(
lightMap
,
vUv2
).
xyz
*
lightMapIntensity
;
#ifndef PHYSICALLY_CORRECT_LIGHTS
#else
irradiance
+=
PI
*
texture2D
(
lightMap
,
vUv2
).
xyz
*
lightMapIntensity
;
// factor of PI should not be present; included here to prevent breakage
lightMapIrradiance
*=
PI
;
// factor of PI should not be present; included here to prevent breakage
#endif
irradiance
+=
lightMapIrradiance
;
#endif
#if ( NUM_HEMI_LIGHTS > 0 )
...
...
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