- 07 3月, 2012 1 次提交
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由 alteredq 提交于
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- 06 3月, 2012 1 次提交
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由 Erik Kitson 提交于
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- 17 2月, 2012 1 次提交
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由 alteredq 提交于
Not sure it's really correct, it's kinda hard to tell. Also made stress test more fancy and heavy. It's interesting how antialiasing increases performance difference for more complex materials.
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- 16 2月, 2012 2 次提交
- 01 2月, 2012 2 次提交
- 31 1月, 2012 1 次提交
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由 alteredq 提交于
It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
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- 30 1月, 2012 1 次提交
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由 alteredq 提交于
Shadow cascades should be now a bit more under control. Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter. Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter. Fixed runaway globals in ShadowMapPlugin. Fixed missing Gyroscope dependency in WebGL lib build.
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- 28 1月, 2012 3 次提交
- 07 1月, 2012 1 次提交
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由 alteredq 提交于
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- 06 1月, 2012 1 次提交
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由 alteredq 提交于
This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging. Changes: renderer.shadowMapWidth => spotLight.shadowMapWidth renderer.shadowMapHeight => spotLight.shadowMapHeight renderer.shadowMapBias => spotLight.shadowBias renderer.shadowMapDarkness => spotLight.shadowDarkness renderer.shadowCameraNear => spotLight.shadowCameraNear renderer.shadowCameraFar => spotLight.shadowCameraFar renderer.shadowCameraFov => spotLight.shadowCameraFov Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
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- 02 1月, 2012 3 次提交
- 28 12月, 2011 1 次提交
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由 alteredq 提交于
Also refactored a bit regular Phong shader and refreshed Lee-Perry normal map example to be less zombie-like.
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- 21 12月, 2011 3 次提交
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由 alteredq 提交于
ATI OpenGL shader compiler doesn't seem to like texture access with UV coordinates generated in a loop.
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由 alteredq 提交于
Using boolean vector instead of "if ( expression && expression )". This helps for hard shadows code path. There are still some problems with soft shadows code path, which still don't want to compile.
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由 alteredq 提交于
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- 16 12月, 2011 1 次提交
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由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
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- 18 11月, 2011 1 次提交
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由 alteredq 提交于
Work in progress. Still just experimenting. Probably will make some auto-adding of plugins.
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- 29 10月, 2011 1 次提交
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由 alteredq 提交于
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- 28 10月, 2011 1 次提交
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 19 10月, 2011 1 次提交
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由 alteredq 提交于
New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material. This version is able to light single untesselated quad correctly. Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms. Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
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- 18 10月, 2011 2 次提交
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由 alteredq 提交于
Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
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由 alteredq 提交于
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black. Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
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- 12 10月, 2011 2 次提交
- 11 10月, 2011 1 次提交
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由 alteredq 提交于
Before lighting was messed up in dynamically generated cube maps. Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default). For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector). There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
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- 08 10月, 2011 3 次提交
- 07 10月, 2011 1 次提交
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由 alteredq 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 24 9月, 2011 3 次提交
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由 alteredq 提交于
Hopefully this fixes several problems: - ambient component not modulated by scene ambient light - specular component not getting light colors - unnecessary opacity use in lighting calculations - unnecessary vertex shader light computation for Phong - unnecessary use of one varying in Phong
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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