提交 0cf45b80 编写于 作者: B Ben Houston

better description of lights_template. remove double normalize.

上级 181973a2
......@@ -146,7 +146,7 @@ uniform vec3 ambientLightColor;
#endif
reflectVec = normalize( inverseTransformDirection( reflectVec, viewMatrix ) );
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
#ifdef ENVMAP_TYPE_CUBE
......
//
// This is a template that can be used to light a material, it uses pluggable RenderEquations (RE)
// for specific lighting scenarios.
//
// Instructions for use:
// - Ensure that both BRDF_Material_DirectLight and BRDF_Material_Indirect light are defined
// - Ensure that both Material_RE_DirectLight, Material_RE_IndirectDiffuseLight and Material_RE_IndirectSpecularLight are defined
// - If you have defined a Material_RE_IndirectSpecularLight, you need to also provide a Material_LightProbeLOD.
// - Create a material parameter that is to be passed as the third parameter to your lighting functions.
//
// TODO:
// - Add area light support.
// - Add sphere light support.
// - Add diffuse light probe (irradiance cubemap) support.
//
GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal ), normalize(vViewPosition ) );
......
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