提交 14bdd6f9 编写于 作者: M Mr.doob

Use MeshLambertMaterial in webgl_lights_hemisphere ground.

上级 7a4c9629
......@@ -152,15 +152,14 @@
// GROUND
var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
var groundMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x050505 } );
var groundMat = new THREE.MeshLambertMaterial( { color: 0xffffff } );
groundMat.color.setHSL( 0.095, 1, 0.75 );
var ground = new THREE.Mesh( groundGeo, groundMat );
ground.rotation.x = - Math.PI / 2;
ground.position.y = - 33;
scene.add( ground );
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );
// SKYDOME
......@@ -177,7 +176,12 @@
scene.fog.color.copy( uniforms[ "bottomColor" ].value );
var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
var skyMat = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide
} );
var sky = new THREE.Mesh( skyGeo, skyMat );
scene.add( sky );
......
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