提交 a938f0fe 编写于 作者: A alteredq

Removed shininess and specular intensity defines from deferred examples.

Not needed now that these are in G-Buffers.
上级 af239f04
......@@ -477,9 +477,6 @@ THREE.ShaderDeferred = {
// specular
//"const float shininess = SHININESS;",
//"const float specularIntensity = SPECULAR_INTENSITY;",
"vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
......@@ -489,8 +486,6 @@ THREE.ShaderDeferred = {
// physically based specular
//"vec3 specularColor = specularIntensity * vec3( 1.0 );",
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
......
......@@ -264,7 +264,7 @@
uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
vertexShader: lightShader.vertexShader,
fragmentShader: lightShader.fragmentShader,
defines: { "ADDITIVE_SPECULAR": true, "SPECULAR_INTENSITY" : 0.125, "SHININESS": 75.01 },
defines: { "ADDITIVE_SPECULAR": true },
blending: THREE.AdditiveBlending,
depthWrite: false,
......
......@@ -263,7 +263,7 @@
uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
vertexShader: lightShader.vertexShader,
fragmentShader: lightShader.fragmentShader,
defines: { "ADDITIVE_SPECULAR": false, "SPECULAR_INTENSITY" : 0.048, "SHININESS": 75.01 },
defines: { "ADDITIVE_SPECULAR": false },
blending: THREE.AdditiveBlending,
depthWrite: false,
......
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