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
cb30dcc2
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
cb30dcc2
编写于
1月 31, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Workaround for Android.
上级
9d174a1d
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
6 addition
and
6 deletion
+6
-6
src/renderers/shaders/ShaderChunk/common.glsl
src/renderers/shaders/ShaderChunk/common.glsl
+3
-3
src/renderers/shaders/ShaderChunk/lights_template.glsl
src/renderers/shaders/ShaderChunk/lights_template.glsl
+3
-3
未找到文件。
src/renderers/shaders/ShaderChunk/common.glsl
浏览文件 @
cb30dcc2
...
...
@@ -37,7 +37,7 @@ struct GeometricContext {
vec3
direction
;
vec3
color
;
bool
shadowEnabled
;
int
shadowEnabled
;
float
shadowBias
;
float
shadowRadius
;
vec2
shadowMapSize
;
...
...
@@ -59,7 +59,7 @@ struct GeometricContext {
float
angleCos
;
float
exponent
;
bool
shadowEnabled
;
int
shadowEnabled
;
float
shadowBias
;
float
shadowRadius
;
vec2
shadowMapSize
;
...
...
@@ -78,7 +78,7 @@ struct GeometricContext {
float
distance
;
float
decay
;
bool
shadowEnabled
;
int
shadowEnabled
;
float
shadowBias
;
float
shadowRadius
;
vec2
shadowMapSize
;
...
...
src/renderers/shaders/ShaderChunk/lights_template.glsl
浏览文件 @
cb30dcc2
...
...
@@ -32,7 +32,7 @@ IncidentLight directLight;
directLight
=
getPointDirectLight
(
pointLight
,
geometry
);
#ifdef USE_SHADOWMAP
if
(
pointLight
.
shadowEnabled
)
directLight
.
color
*=
getPointShadow
(
pointLightsShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
);
if
(
bool
(
pointLight
.
shadowEnabled
)
)
directLight
.
color
*=
getPointShadow
(
pointLightsShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
);
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
@@ -52,7 +52,7 @@ IncidentLight directLight;
directLight
=
getSpotDirectLight
(
spotLight
,
geometry
);
#ifdef USE_SHADOWMAP
if
(
spotLight
.
shadowEnabled
)
directLight
.
color
*=
getShadow
(
spotLightsShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
);
if
(
bool
(
spotLight
.
shadowEnabled
)
)
directLight
.
color
*=
getShadow
(
spotLightsShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
);
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
@@ -72,7 +72,7 @@ IncidentLight directLight;
directLight
=
getDirectionalDirectLight
(
directionalLight
,
geometry
);
#ifdef USE_SHADOWMAP
if
(
directionalLight
.
shadowEnabled
)
directLight
.
color
*=
getShadow
(
directionalLightsShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
);
if
(
bool
(
directionalLight
.
shadowEnabled
)
)
directLight
.
color
*=
getShadow
(
directionalLightsShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
);
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
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