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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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5d5e0344
编写于
8月 24, 2012
作者:
A
alteredq
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电子邮件补丁
差异文件
Added HemisphereLight support to simple skin shader.
上级
0d1c3ac2
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
44 addition
and
0 deletion
+44
-0
examples/js/ShaderSkin.js
examples/js/ShaderSkin.js
+44
-0
未找到文件。
examples/js/ShaderSkin.js
浏览文件 @
5d5e0344
...
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@@ -92,6 +92,14 @@ THREE.ShaderSkin = {
"
#endif
"
,
"
#if MAX_HEMI_LIGHTS > 0
"
,
"
uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
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,
"
uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
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,
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uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];
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,
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#endif
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,
"
#if MAX_POINT_LIGHTS > 0
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,
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uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
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,
...
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@@ -239,6 +247,38 @@ THREE.ShaderSkin = {
"
#endif
"
,
// hemisphere lights
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#if MAX_HEMI_LIGHTS > 0
"
,
"
vec3 hemiTotal = vec3( 0.0 );
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,
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for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
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,
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vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );
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,
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vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );
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,
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float dotProduct = dot( normal, lVector );
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,
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float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
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,
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hemiTotal += uDiffuseColor * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
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,
// specular (sky light)
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float hemiSpecularWeight = 0.0;
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,
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hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewPosition, uRoughness, uSpecularBrightness );
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,
// specular (ground light)
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vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );
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,
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hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewPosition, uRoughness, uSpecularBrightness );
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,
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specularTotal += uSpecularColor * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * specularStrength;
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,
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}
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,
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#endif
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,
// all lights contribution summation
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vec3 totalLight = vec3( 0.0 );
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,
...
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@@ -251,6 +291,10 @@ THREE.ShaderSkin = {
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totalLight += pointTotal;
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,
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#endif
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,
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#if MAX_HEMI_LIGHTS > 0
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,
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totalLight += hemiTotal;
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,
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#endif
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,
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gl_FragColor.xyz = gl_FragColor.xyz * ( totalLight + ambientLightColor * uAmbientColor ) + specularTotal;
"
,
THREE
.
ShaderChunk
[
"
shadowmap_fragment
"
],
...
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