提交 2a7885e8 编写于 作者: A alteredq

Renamed uniform hemisphereLightPosition => hemisphereLightDirection

Because that's what it is.
上级 20b93e3f
......@@ -14013,7 +14013,7 @@ THREE.ShaderChunk = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -14221,7 +14221,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
"float dotProduct = dot( transformedNormal, lVector );",
......@@ -14349,7 +14349,7 @@ THREE.ShaderChunk = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -14656,7 +14656,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
......@@ -15390,7 +15390,7 @@ THREE.UniformsLib = {
"directionalLightDirection" : { type: "fv", value: [] },
"directionalLightColor" : { type: "fv", value: [] },
"hemisphereLightPosition" : { type: "fv", value: [] },
"hemisphereLightDirection" : { type: "fv", value: [] },
"hemisphereLightSkyColor" : { type: "fv", value: [] },
"hemisphereLightGroundColor" : { type: "fv", value: [] },
......@@ -21333,7 +21333,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
uniforms.hemisphereLightPosition.value = lights.hemi.positions;
uniforms.hemisphereLightDirection.value = lights.hemi.positions;
};
......@@ -25122,7 +25122,7 @@ THREE.ShaderUtils = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -25407,7 +25407,7 @@ THREE.ShaderUtils = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
......
此差异已折叠。
......@@ -96,7 +96,7 @@ THREE.ShaderSkin = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -255,7 +255,7 @@ THREE.ShaderSkin = {
"for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
"float dotProduct = dot( normal, lVector );",
......
......@@ -99,7 +99,7 @@ THREE.ShaderTerrain = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -230,7 +230,7 @@ THREE.ShaderTerrain = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
......
......@@ -189,7 +189,7 @@ THREE.ShaderUtils = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -474,7 +474,7 @@ THREE.ShaderUtils = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
......
......@@ -5314,7 +5314,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
uniforms.hemisphereLightPosition.value = lights.hemi.positions;
uniforms.hemisphereLightDirection.value = lights.hemi.positions;
};
......
......@@ -456,7 +456,7 @@ THREE.ShaderChunk = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -664,7 +664,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
"float dotProduct = dot( transformedNormal, lVector );",
......@@ -792,7 +792,7 @@ THREE.ShaderChunk = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
......@@ -1099,7 +1099,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
......@@ -1833,7 +1833,7 @@ THREE.UniformsLib = {
"directionalLightDirection" : { type: "fv", value: [] },
"directionalLightColor" : { type: "fv", value: [] },
"hemisphereLightPosition" : { type: "fv", value: [] },
"hemisphereLightDirection" : { type: "fv", value: [] },
"hemisphereLightSkyColor" : { type: "fv", value: [] },
"hemisphereLightGroundColor" : { type: "fv", value: [] },
......
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