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three.js
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fc1159a6
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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fc1159a6
编写于
6月 03, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added normal_flip.glsl
上级
fbf9be7a
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
13 addition
and
31 deletion
+13
-31
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+2
-6
src/renderers/shaders/ShaderChunk/lights_pars.glsl
src/renderers/shaders/ShaderChunk/lights_pars.glsl
+3
-19
src/renderers/shaders/ShaderChunk/normal_flip.glsl
src/renderers/shaders/ShaderChunk/normal_flip.glsl
+5
-0
src/renderers/shaders/ShaderChunk/normal_fragment.glsl
src/renderers/shaders/ShaderChunk/normal_fragment.glsl
+2
-6
utils/build/includes/common.json
utils/build/includes/common.json
+1
-0
未找到文件。
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
浏览文件 @
fc1159a6
...
...
@@ -23,11 +23,7 @@
#endif
#ifdef DOUBLE_SIDED
float
flipNormal
=
(
float
(
gl_FrontFacing
)
*
2
.
0
-
1
.
0
);
#else
float
flipNormal
=
1
.
0
;
#endif
#include <normal_flip>
#ifdef ENVMAP_TYPE_CUBE
...
...
@@ -42,7 +38,7 @@
#elif defined( ENVMAP_TYPE_SPHERE )
vec3
reflectView
=
flipNormal
*
normalize
(
(
viewMatrix
*
vec4
(
reflectVec
,
0
.
0
)).
xyz
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
)
);
vec3
reflectView
=
flipNormal
*
normalize
(
(
viewMatrix
*
vec4
(
reflectVec
,
0
.
0
)
).
xyz
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
)
);
vec4
envColor
=
texture2D
(
envMap
,
reflectView
.
xy
*
0
.
5
+
0
.
5
);
#endif
...
...
src/renderers/shaders/ShaderChunk/lights_pars.glsl
浏览文件 @
fc1159a6
...
...
@@ -165,15 +165,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
vec3
getLightProbeIndirectIrradiance
(
/*const in SpecularLightProbe specularLightProbe,*/
const
in
GeometricContext
geometry
,
const
in
int
maxMIPLevel
)
{
#ifdef DOUBLE_SIDED
float
flipNormal
=
(
float
(
gl_FrontFacing
)
*
2
.
0
-
1
.
0
);
#else
float
flipNormal
=
1
.
0
;
#endif
#include <normal_flip>
vec3
worldNormal
=
inverseTransformDirection
(
geometry
.
normal
,
viewMatrix
);
...
...
@@ -238,15 +230,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
#endif
#ifdef DOUBLE_SIDED
float
flipNormal
=
(
float
(
gl_FrontFacing
)
*
2
.
0
-
1
.
0
);
#else
float
flipNormal
=
1
.
0
;
#endif
#include <normal_flip>
reflectVec
=
inverseTransformDirection
(
reflectVec
,
viewMatrix
);
...
...
@@ -293,7 +277,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
#elif defined( ENVMAP_TYPE_SPHERE )
vec3
reflectView
=
flipNormal
*
normalize
(
(
viewMatrix
*
vec4
(
reflectVec
,
0
.
0
)).
xyz
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
)
);
vec3
reflectView
=
flipNormal
*
normalize
(
(
viewMatrix
*
vec4
(
reflectVec
,
0
.
0
)
).
xyz
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
)
);
#ifdef TEXTURE_LOD_EXT
...
...
src/renderers/shaders/ShaderChunk/normal_flip.glsl
0 → 100644
浏览文件 @
fc1159a6
#ifdef DOUBLE_SIDED
float
flipNormal
=
(
float
(
gl_FrontFacing
)
*
2
.
0
-
1
.
0
);
#else
float
flipNormal
=
1
.
0
;
#endif
src/renderers/shaders/ShaderChunk/normal_fragment.glsl
浏览文件 @
fc1159a6
...
...
@@ -8,13 +8,9 @@
#else
vec3
normal
=
normalize
(
vNormal
);
#include <normal_flip>
#ifdef DOUBLE_SIDED
normal
=
normal
*
(
-
1
.
0
+
2
.
0
*
float
(
gl_FrontFacing
)
);
#endif
vec3
normal
=
normalize
(
vNormal
)
*
flipNormal
;
#endif
...
...
utils/build/includes/common.json
浏览文件 @
fc1159a6
...
...
@@ -180,6 +180,7 @@
"src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/normal_flip.glsl"
,
"src/renderers/shaders/ShaderChunk/normal_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/packing.glsl"
,
...
...
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