Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
车家大少爷
three.js
提交
2a7885e8
T
three.js
项目概览
车家大少爷
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
2a7885e8
编写于
11月 09, 2012
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Renamed uniform hemisphereLightPosition => hemisphereLightDirection
Because that's what it is.
上级
20b93e3f
变更
7
展开全部
隐藏空白更改
内联
并排
Showing
7 changed file
with
28 addition
and
28 deletion
+28
-28
build/three.js
build/three.js
+8
-8
build/three.min.js
build/three.min.js
+8
-8
examples/js/ShaderSkin.js
examples/js/ShaderSkin.js
+2
-2
examples/js/ShaderTerrain.js
examples/js/ShaderTerrain.js
+2
-2
src/extras/ShaderUtils.js
src/extras/ShaderUtils.js
+2
-2
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+1
-1
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+5
-5
未找到文件。
build/three.js
浏览文件 @
2a7885e8
...
...
@@ -14013,7 +14013,7 @@ THREE.ShaderChunk = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];",
"#endif",
...
...
@@ -14221,7 +14221,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ 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 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];",
"#endif",
...
...
@@ -14656,7 +14656,7 @@ THREE.ShaderChunk = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
...
...
@@ -15390,7 +15390,7 @@ THREE.UniformsLib = {
"directionalLightDirection" : { type: "fv", value: [] },
"directionalLightColor" : { type: "fv", value: [] },
"hemisphereLight
Posi
tion" : { type: "fv", value: [] },
"hemisphereLight
Direc
tion" : { 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.hemisphereLight
Posi
tion.value = lights.hemi.positions;
uniforms.hemisphereLight
Direc
tion.value = lights.hemi.positions;
};
...
...
@@ -25122,7 +25122,7 @@ THREE.ShaderUtils = {
"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];",
"uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];",
"#endif",
...
...
@@ -25407,7 +25407,7 @@ THREE.ShaderUtils = {
"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );",
"vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ i ], 0.0 );",
"vec3 lVector = normalize( lDirection.xyz );",
// diffuse
...
...
build/three.min.js
浏览文件 @
2a7885e8
此差异已折叠。
点击以展开。
examples/js/ShaderSkin.js
浏览文件 @
2a7885e8
...
...
@@ -96,7 +96,7 @@ THREE.ShaderSkin = {
"
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];
"
,
"
#endif
"
,
...
...
@@ -255,7 +255,7 @@ THREE.ShaderSkin = {
"
for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ i ], 0.0 );
"
,
"
vec3 lVector = normalize( lDirection.xyz );
"
,
"
float dotProduct = dot( normal, lVector );
"
,
...
...
examples/js/ShaderTerrain.js
浏览文件 @
2a7885e8
...
...
@@ -99,7 +99,7 @@ THREE.ShaderTerrain = {
"
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];
"
,
"
#endif
"
,
...
...
@@ -230,7 +230,7 @@ THREE.ShaderTerrain = {
"
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ i ], 0.0 );
"
,
"
vec3 lVector = normalize( lDirection.xyz );
"
,
// diffuse
...
...
src/extras/ShaderUtils.js
浏览文件 @
2a7885e8
...
...
@@ -189,7 +189,7 @@ THREE.ShaderUtils = {
"
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];
"
,
"
#endif
"
,
...
...
@@ -474,7 +474,7 @@ THREE.ShaderUtils = {
"
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ i ], 0.0 );
"
,
"
vec3 lVector = normalize( lDirection.xyz );
"
,
// diffuse
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
2a7885e8
...
...
@@ -5314,7 +5314,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms
.
hemisphereLightSkyColor
.
value
=
lights
.
hemi
.
skyColors
;
uniforms
.
hemisphereLightGroundColor
.
value
=
lights
.
hemi
.
groundColors
;
uniforms
.
hemisphereLight
Posi
tion
.
value
=
lights
.
hemi
.
positions
;
uniforms
.
hemisphereLight
Direc
tion
.
value
=
lights
.
hemi
.
positions
;
};
...
...
src/renderers/WebGLShaders.js
浏览文件 @
2a7885e8
...
...
@@ -456,7 +456,7 @@ THREE.ShaderChunk = {
"
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];
"
,
"
#endif
"
,
...
...
@@ -664,7 +664,7 @@ THREE.ShaderChunk = {
"
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ 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 hemisphereLight
Posi
tion[ MAX_HEMI_LIGHTS ];
"
,
"
uniform vec3 hemisphereLight
Direc
tion[ MAX_HEMI_LIGHTS ];
"
,
"
#endif
"
,
...
...
@@ -1099,7 +1099,7 @@ THREE.ShaderChunk = {
"
for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Posi
tion[ i ], 0.0 );
"
,
"
vec4 lDirection = viewMatrix * vec4( hemisphereLight
Direc
tion[ i ], 0.0 );
"
,
"
vec3 lVector = normalize( lDirection.xyz );
"
,
// diffuse
...
...
@@ -1833,7 +1833,7 @@ THREE.UniformsLib = {
"
directionalLightDirection
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
directionalLightColor
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
hemisphereLight
Posi
tion
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
hemisphereLight
Direc
tion
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
hemisphereLightSkyColor
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
hemisphereLightGroundColor
"
:
{
type
:
"
fv
"
,
value
:
[]
},
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录