WebGLDeferredRenderer: merged @MPanknin's area lights.
To be continued ... todo: - optimize vectors that don't need to be computed in shaders - use material albedo - add specular term - wrapAround lighting (if possible) - make attenuation parameters uniforms or defines instead of hardcoding them - this is not using surface normal anywhere, this can't be right? - maybe some box proxy instead of full-screen quad See #2624
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examples/obj/box/box.bin
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文件已添加
examples/obj/box/box.js
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