提交 edf8e03f 编写于 作者: B Ben Houston

bug fixes.

上级 52a0262c
......@@ -1962,7 +1962,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
uniforms.envMap.value = material.envMap;
uniforms.envMapEncoding.value = material.envMap.encoding;
uniforms.envMapEncoding.value = ( material.envMap ? material.envMap.encoding : THREE.Linear );
uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
uniforms.reflectivity.value = material.reflectivity;
......
// These encodings should have the same integer values as THREE.Linear, THREE.sRGB, etc...
#define ENCODING_Linear 3000
#define ENCODING_sRGB 3001 // AKA gamma 2.2.
#define ENCODING_RGBE 3002 // Radiance
#define ENCODING_sRGB 3001
#define ENCODING_RGBE 3002
//#define ENCODING_LogLuv 3003
#define ENCODING_RGBM7 3004
#define ENCODING_RGBM16 3005
......@@ -54,7 +54,7 @@ vec4 texelEncode( in vec4 linearRgba, in int encoding )
}
if( encoding == ENCODING_sRGB ) {
return vec4( pow( linearRgba.xyz, vec3( 0.4545 ) ), encodedTexel.w );
return vec4( pow( linearRgba.xyz, vec3( 0.4545 ) ), linearRgba.w );
}
if( encoding == ENCODING_RGBE ) {
......
......@@ -186,7 +186,7 @@
#endif
envMapColor.rgb = texelDecode( envMapColor.rgb, envMapEncoding );
envMapColor.rgb = texelDecode( envMapColor, envMapEncoding ).rgb;
return PI * envMapColor.rgb * envMapIntensity;
......@@ -278,7 +278,7 @@
#endif
envMapColor.rgb = texelDecode( envMapColor.rgb, envMapEncoding );
envMapColor.rgb = texelDecode( envMapColor, envMapEncoding ).rgb;
return envMapColor.rgb * envMapIntensity;
......
......@@ -137,6 +137,7 @@
"src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl",
"src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl",
"src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/encodings.glsl",
"src/renderers/shaders/ShaderChunk/envmap_fragment.glsl",
"src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl",
......
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