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    WebGLDeferredRenderer: merged @MPanknin's area lights. · cd924951
    alteredq 提交于
    To be continued ...
    
    todo:
    - optimize vectors that don't need to be computed in shaders
    - use material albedo
    - add specular term
    - wrapAround lighting (if possible)
    - make attenuation parameters uniforms or defines instead of hardcoding them
    - this is not using surface normal anywhere, this can't be right?
    - maybe some box proxy instead of full-screen quad
    
    See #2624
    cd924951
WebGLDeferredRenderer.js 28.7 KB