提交 0287cab5 编写于 作者: B Ben Houston

remove unused code from broken ShaderSkin.js

上级 fdaad8df
......@@ -455,12 +455,11 @@ THREE.ShaderSkin = {
"#if MAX_POINT_LIGHTS > 0",
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 pointVector = normalize( pointLights[ i ].direction );",
"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
"totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );",
......@@ -577,7 +576,6 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "lights" ],
"void main() {",
......@@ -591,24 +589,6 @@ THREE.ShaderSkin = {
"vUv = uv;",
// point lights
"#if MAX_POINT_LIGHTS > 0",
"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
"vec3 lVector = pointLights[ i ].position - vViewPosition;",
"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
"lVector = normalize( lVector );",
"vPointLight[ i ] = vec4( lVector, attenuation );",
"}",
"#endif",
// displacement mapping
"#ifdef VERTEX_TEXTURES",
......@@ -636,7 +616,6 @@ THREE.ShaderSkin = {
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "lights" ],
"void main() {",
......@@ -650,24 +629,6 @@ THREE.ShaderSkin = {
"vUv = uv;",
// point lights
"#if MAX_POINT_LIGHTS > 0",
"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
"vec3 lVector = pointLights[ i ].position - vViewPosition;",
"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
"lVector = normalize( lVector );",
"vPointLight[ i ] = vec4( lVector, attenuation );",
"}",
"#endif",
"gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
"}"
......
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