- 30 12月, 2012 2 次提交
- 29 12月, 2012 1 次提交
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由 Ben Houston 提交于
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- 28 12月, 2012 7 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Ben Houston 提交于
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- 27 12月, 2012 5 次提交
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由 Max Ogden 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
expand Matrix3 with set, identity, copy, multiplyScalar, deteminant, clone; Matrix3/4.getInverse will now optionally throw an exception; start Matrix3/4 unit tests
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- 26 12月, 2012 2 次提交
- 24 12月, 2012 7 次提交
- 23 12月, 2012 2 次提交
- 22 12月, 2012 14 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
I tried to replace the box.js with CubeGeometry but I guess material.side is still not implemented.
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由 alteredq 提交于
WebGLDeferredRenderer: made attenuation parameters properties of AreaLight instead of hardcoded constants.
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由 alteredq 提交于
Up vector can go outside of the shader. Attenuation can be computed only for lit pixels. Also removed magic 1.5 constant in diffuse term.
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由 alteredq 提交于
Using original ArKano22's way: http://www.gamedev.net/topic/552315-glsl-area-light-implementation/
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由 alteredq 提交于
Also added forgotten AreaLight.js
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由 alteredq 提交于
Moved computation of view space position, normal and right vectors out of shader into JS and passing them as per-light uniforms.
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由 alteredq 提交于
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由 alteredq 提交于
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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由 Ben Houston 提交于
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由 Ben Houston 提交于
if and return series suggested by mrdoob here: https://github.com/bhouston/three.js/commit/6c765dcdb2c790ddcc5d613e96be8a0e66eca1f8#commitcomment-2346419
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由 Mr.doob 提交于
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