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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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c4393ec1
编写于
11月 10, 2015
作者:
M
Mr.doob
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操作
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电子邮件补丁
差异文件
More glsl clean up.
上级
ef2a85cf
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
8 addition
and
15 deletion
+8
-15
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
...erers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+1
-3
src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
...rs/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
+6
-11
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
+1
-1
未找到文件。
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
浏览文件 @
c4393ec1
...
...
@@ -27,19 +27,17 @@ void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, cons
vec3
irradiance
=
dotNL
*
PI
*
directLight
.
color
;
// punctual light
reflectedLight
.
directDiffuse
+=
irradiance
*
BRDF_Diffuse_Lambert
(
material
.
diffuseColor
);
reflectedLight
.
directSpecular
+=
irradiance
*
BRDF_Specular_BlinnPhong
(
directLight
,
geometry
,
material
.
specularColor
,
material
.
specularShininess
)
*
material
.
specularStrength
;
}
#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight
void
BlinnPhongMaterial_RE_IndirectDiffuseLight
(
const
in
vec3
irradiance
,
const
in
GeometricContext
geometry
,
const
in
BlinnPhongMaterial
material
,
inout
ReflectedLight
reflectedLight
)
{
reflectedLight
.
indirectDiffuse
+=
irradiance
*
BRDF_Diffuse_Lambert
(
material
.
diffuseColor
);
}
#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight
#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight
#define Material_LightProbeLOD( material ) (0)
src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
浏览文件 @
c4393ec1
...
...
@@ -13,13 +13,9 @@ void PhysicalMaterial_RE_DirectLight( const in IncidentLight directLight, const
vec3
irradiance
=
dotNL
*
PI
*
directLight
.
color
;
// punctual light
reflectedLight
.
directDiffuse
+=
irradiance
*
BRDF_Diffuse_Lambert
(
material
.
diffuseColor
);
reflectedLight
.
directSpecular
+=
irradiance
*
BRDF_Specular_GGX
(
directLight
,
geometry
,
material
.
specularColor
,
material
.
specularRoughness
);
}
#define Material_RE_DirectLight PhysicalMaterial_RE_DirectLight
}
void
PhysicalMaterial_RE_DiffuseIndirectLight
(
const
in
vec3
irradiance
,
const
in
GeometricContext
geometry
,
const
in
PhysicalMaterial
material
,
inout
ReflectedLight
reflectedLight
)
{
...
...
@@ -27,15 +23,14 @@ void PhysicalMaterial_RE_DiffuseIndirectLight( const in vec3 irradiance, const i
}
#define Material_RE_IndirectDiffuseLight PhysicalMaterial_RE_DiffuseIndirectLight
void
PhysicalMaterial_RE_SpecularIndirectLight
(
const
in
vec3
radiance
,
const
in
GeometricContext
geometry
,
const
in
PhysicalMaterial
material
,
inout
ReflectedLight
reflectedLight
)
{
reflectedLight
.
indirectSpecular
+=
radiance
*
BRDF_Specular_GGX_Environment
(
geometry
,
material
.
specularColor
,
material
.
specularRoughness
);
reflectedLight
.
indirectSpecular
+=
radiance
*
BRDF_Specular_GGX_Environment
(
geometry
,
material
.
specularColor
,
material
.
specularRoughness
);
}
#define Material_
BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )
#define Material_
RE_DirectLight PhysicalMaterial_RE_DirectLight
#define Material_RE_IndirectDiffuseLight PhysicalMaterial_RE_DiffuseIndirectLight
#define Material_RE_IndirectSpecularLight PhysicalMaterial_RE_SpecularIndirectLight
#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
浏览文件 @
c4393ec1
...
...
@@ -253,7 +253,7 @@ vec3 shadowMask = vec3( 1.0 );
#endif
#if
defined( POINT_LIGHT_SHADOWS )
#if
def POINT_LIGHT_SHADOWS
}
...
...
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