提交 4d91713e 编写于 作者: A alteredq

Merge branch 'normalmap_flip_hack' into dev

此差异已折叠。
......@@ -118,7 +118,7 @@
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].value = normalTexture;
uniforms[ "uNormalScale" ].value = 0.85;
uniforms[ "uNormalScale" ].value.set( 0.85, 0.85 );
uniforms[ "tDiffuse" ].value = planetTexture;
uniforms[ "tSpecular" ].value = specularTexture;
......
......@@ -195,7 +195,7 @@
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "uNormalScale" ].value = 0.8;
uniforms[ "uNormalScale" ].value.set( 0.8, 0.8 );
uniforms[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
uniforms[ "tSpecular" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
......
......@@ -169,6 +169,8 @@
uniforms[ "uDisplacementBias" ].value = - 0.428408;
uniforms[ "uDisplacementScale" ].value = 2.436143;
uniforms[ "uNormalScale" ].value.y = -1;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
......
......@@ -125,7 +125,7 @@
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "uNormalScale" ].value = 0.8;
uniforms[ "uNormalScale" ].value.set( 0.8, 0.8 );
uniforms[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
uniforms[ "tSpecular" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" );
......
......@@ -328,7 +328,7 @@
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "uNormalScale" ].value = 0.75;
uniforms[ "uNormalScale" ].value.set( 0.75, 0.75 );
uniforms[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
......
......@@ -133,7 +133,7 @@
uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].value = normalTexture;
uniforms[ "uNormalScale" ].value = 0.85;
uniforms[ "uNormalScale" ].value.set( 0.85, 0.85 );
uniforms[ "tDiffuse" ].value = planetTexture;
uniforms[ "tSpecular" ].value = specularTexture;
......
......@@ -121,7 +121,7 @@ THREE.ShaderUtils = {
"tSpecular" : { type: "t", value: null },
"tAO" : { type: "t", value: null },
"uNormalScale": { type: "f", value: 1.0 },
"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
"uDisplacementBias": { type: "f", value: 0.0 },
"uDisplacementScale": { type: "f", value: 1.0 },
......@@ -165,7 +165,7 @@ THREE.ShaderUtils = {
"uniform samplerCube tCube;",
"uniform float uNormalScale;",
"uniform vec2 uNormalScale;",
"uniform bool useRefract;",
"uniform float uRefractionRatio;",
......
......@@ -336,7 +336,7 @@ THREE.GeometryLoader.prototype = {
if ( m.mapNormalFactor ) {
uniforms[ "uNormalScale" ].value = m.mapNormalFactor;
uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
}
......
......@@ -346,7 +346,7 @@ THREE.Loader.prototype = {
if ( m.mapNormalFactor ) {
uniforms[ "uNormalScale" ].value = m.mapNormalFactor;
uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
}
......
......@@ -729,7 +729,7 @@ THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
if ( m.parameters.normalMapFactor ) {
uniforms[ "uNormalScale" ].value = m.parameters.normalMapFactor;
uniforms[ "uNormalScale" ].value.set( m.parameters.normalMapFactor, m.parameters.normalMapFactor );
}
......
......@@ -18,7 +18,7 @@
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalScale: <float>,
* normalScale: <Vector2>,
*
* specularMap: new THREE.Texture( <Image> ),
*
......@@ -68,7 +68,7 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.bumpScale = 1;
this.normalMap = null;
this.normalScale = 1;
this.normalScale = new THREE.Vector2( 1, 1 );
this.specularMap = null;
......@@ -124,7 +124,7 @@ THREE.MeshPhongMaterial.prototype.clone = function () {
material.bumpScale = this.bumpScale;
material.normalMap = this.normalMap;
material.normalScale = this.normalScale;
material.normalScale.copy( this.normalScale );
material.specularMap = this.specularMap;
......
......@@ -4949,7 +4949,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value = material.normalScale;
uniforms.normalScale.value.copy( material.normalScale );
}
......
......@@ -375,7 +375,7 @@ THREE.ShaderChunk = {
"#ifdef USE_NORMALMAP",
"uniform sampler2D normalMap;",
"uniform float normalScale;",
"uniform vec2 normalScale;",
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
......@@ -1810,7 +1810,7 @@ THREE.UniformsLib = {
normalmap: {
"normalMap" : { type: "t", value: null },
"normalScale" : { type: "f", value: 1 }
"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
},
fog : {
......
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