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three.js
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67338a2a
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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67338a2a
编写于
2月 14, 2016
作者:
W
WestLangley
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Improved penumbra model for spotlight
上级
d6ff5b07
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
11 addition
and
12 deletion
+11
-12
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+2
-2
src/renderers/shaders/ShaderChunk/lights_pars.glsl
src/renderers/shaders/ShaderChunk/lights_pars.glsl
+5
-6
src/renderers/shaders/UniformsLib.js
src/renderers/shaders/UniformsLib.js
+2
-2
src/renderers/webgl/WebGLLights.js
src/renderers/webgl/WebGLLights.js
+2
-2
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
67338a2a
...
@@ -2701,8 +2701,8 @@ THREE.WebGLRenderer = function ( parameters ) {
...
@@ -2701,8 +2701,8 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms
.
direction
.
sub
(
_vector3
);
uniforms
.
direction
.
sub
(
_vector3
);
uniforms
.
direction
.
transformDirection
(
viewMatrix
);
uniforms
.
direction
.
transformDirection
(
viewMatrix
);
uniforms
.
angl
eCos
=
Math
.
cos
(
light
.
angle
);
uniforms
.
con
eCos
=
Math
.
cos
(
light
.
angle
);
uniforms
.
penumbra
=
Math
.
cos
(
light
.
angle
)
*
light
.
penumbra
;
uniforms
.
penumbra
Cos
=
Math
.
cos
(
light
.
angle
*
(
1
-
light
.
penumbra
)
)
;
uniforms
.
decay
=
(
light
.
distance
===
0
)
?
0.0
:
light
.
decay
;
uniforms
.
decay
=
(
light
.
distance
===
0
)
?
0.0
:
light
.
decay
;
uniforms
.
shadow
=
light
.
castShadow
;
uniforms
.
shadow
=
light
.
castShadow
;
...
...
src/renderers/shaders/ShaderChunk/lights_pars.glsl
浏览文件 @
67338a2a
...
@@ -80,8 +80,8 @@
...
@@ -80,8 +80,8 @@
vec3
color
;
vec3
color
;
float
distance
;
float
distance
;
float
decay
;
float
decay
;
float
angl
eCos
;
float
con
eCos
;
float
penumbra
;
float
penumbra
Cos
;
int
shadow
;
int
shadow
;
float
shadowBias
;
float
shadowBias
;
...
@@ -99,12 +99,11 @@
...
@@ -99,12 +99,11 @@
directLight
.
direction
=
normalize
(
lVector
);
directLight
.
direction
=
normalize
(
lVector
);
float
lightDistance
=
length
(
lVector
);
float
lightDistance
=
length
(
lVector
);
float
spotEffect
=
dot
(
directLight
.
direction
,
spotLight
.
direction
);
float
angleCos
=
dot
(
directLight
.
direction
,
spotLight
.
direction
);
if
(
all
(
bvec2
(
spotEffect
>
spotLight
.
angl
eCos
,
testLightInRange
(
lightDistance
,
spotLight
.
distance
)
)
)
)
{
if
(
all
(
bvec2
(
angleCos
>
spotLight
.
con
eCos
,
testLightInRange
(
lightDistance
,
spotLight
.
distance
)
)
)
)
{
float
spotEffect
=
dot
(
spotLight
.
direction
,
directLight
.
direction
);
float
spotEffect
=
smoothstep
(
spotLight
.
coneCos
,
spotLight
.
penumbraCos
,
angleCos
);
spotEffect
*=
clamp
(
(
spotEffect
-
spotLight
.
angleCos
)
/
spotLight
.
penumbra
,
0
.
0
,
1
.
0
);
directLight
.
color
=
spotLight
.
color
;
directLight
.
color
=
spotLight
.
color
;
directLight
.
color
*=
(
spotEffect
*
calcLightAttenuation
(
lightDistance
,
spotLight
.
distance
,
spotLight
.
decay
)
);
directLight
.
color
*=
(
spotEffect
*
calcLightAttenuation
(
lightDistance
,
spotLight
.
distance
,
spotLight
.
decay
)
);
...
...
src/renderers/shaders/UniformsLib.js
浏览文件 @
67338a2a
...
@@ -111,8 +111,8 @@ THREE.UniformsLib = {
...
@@ -111,8 +111,8 @@ THREE.UniformsLib = {
"
position
"
:
{
type
:
"
v3
"
},
"
position
"
:
{
type
:
"
v3
"
},
"
direction
"
:
{
type
:
"
v3
"
},
"
direction
"
:
{
type
:
"
v3
"
},
"
distance
"
:
{
type
:
"
f
"
},
"
distance
"
:
{
type
:
"
f
"
},
"
angl
eCos
"
:
{
type
:
"
f
"
},
"
con
eCos
"
:
{
type
:
"
f
"
},
"
penumbra
"
:
{
type
:
"
f
"
},
"
penumbra
Cos
"
:
{
type
:
"
f
"
},
"
decay
"
:
{
type
:
"
f
"
},
"
decay
"
:
{
type
:
"
f
"
},
"
shadow
"
:
{
type
:
"
i
"
},
"
shadow
"
:
{
type
:
"
i
"
},
...
...
src/renderers/webgl/WebGLLights.js
浏览文件 @
67338a2a
...
@@ -36,8 +36,8 @@ THREE.WebGLLights = function () {
...
@@ -36,8 +36,8 @@ THREE.WebGLLights = function () {
direction
:
new
THREE
.
Vector3
(),
direction
:
new
THREE
.
Vector3
(),
color
:
new
THREE
.
Color
(),
color
:
new
THREE
.
Color
(),
distance
:
0
,
distance
:
0
,
angl
eCos
:
0
,
con
eCos
:
0
,
penumbra
:
0
,
penumbra
Cos
:
0
,
decay
:
0
,
decay
:
0
,
shadow
:
false
,
shadow
:
false
,
...
...
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