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0287cab5
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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0287cab5
编写于
10月 20, 2015
作者:
B
Ben Houston
浏览文件
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电子邮件补丁
差异文件
remove unused code from broken ShaderSkin.js
上级
fdaad8df
变更
1
隐藏空白更改
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并排
Showing
1 changed file
with
2 addition
and
41 deletion
+2
-41
examples/js/ShaderSkin.js
examples/js/ShaderSkin.js
+2
-41
未找到文件。
examples/js/ShaderSkin.js
浏览文件 @
0287cab5
...
...
@@ -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 );
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,
"
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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