emissiveMap — Set emissive map. Default is null.<br/>
specularMap — Set specular map. Default is null.<br/>
alphaMap — Set alpha map. Default is null.<br/>
envMap — Set env map. Default is null.<br/>
...
...
@@ -76,13 +77,16 @@
</div>
<h3>[property:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<div>Set color texture map. Default is null. The texture map color is modulated by the diffuse color.</div>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<div>Set light map. Default is null. The lightMap requires a second set of UVs.</div>
<h3>[property:Texture aoMap]</h3>
<div>Set ambient occlusion map. Default is null.</div>
<div>Set ambient occlusion map. Default is null. The aoMap requires a second set of UVs.</div>
<h3>[property:Texture emissiveMap]</h3>
<div>Set emisssive (glow) map. Default is null. The emissive map color is modulated by the emissive color. If you have an emissive map, be sure to set the emissive color to something other than black.</div>
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );",// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );",// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
" vec3 outgoingLight = vec3( 0.0 );",// outgoing light does not have an alpha, the surface does
" vec3 outgoingLight = vec3( 0.0 );",
" vec4 diffuseColor = vec4( diffuse, opacity );",
" vec3 totalAmbientLight = ambientLightColor;",
" vec3 totalEmissiveLight = emissive;",
THREE.ShaderChunk["logdepthbuf_fragment"],
THREE.ShaderChunk["map_fragment"],
...
...
@@ -359,6 +359,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk["specularmap_fragment"],
THREE.ShaderChunk["lightmap_fragment"],
THREE.ShaderChunk["aomap_fragment"],
THREE.ShaderChunk["emissivemap_fragment"],
THREE.ShaderChunk["lights_phong_fragment"],
...
...
@@ -369,7 +370,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk["fog_fragment"],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );",// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
" vec3 outgoingLight = vec3( 0.0 );",// outgoing light does not have an alpha, the surface does
" vec3 outgoingLight = vec3( 0.0 );",
" vec4 diffuseColor = vec4( psColor, opacity );",
THREE.ShaderChunk["logdepthbuf_fragment"],
...
...
@@ -445,7 +446,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk["shadowmap_fragment"],
THREE.ShaderChunk["fog_fragment"],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );",// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
" vec3 outgoingLight = vec3( 0.0 );",// outgoing light does not have an alpha, the surface does
" vec3 outgoingLight = vec3( 0.0 );",
" vec4 diffuseColor = vec4( diffuse, opacity );",
THREE.ShaderChunk["logdepthbuf_fragment"],
...
...
@@ -527,7 +528,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk["fog_fragment"],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );",// TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects