提交 6e3c2e88 编写于 作者: B Ben Houston

remove diffuse light probe for now.

上级 9db2e901
......@@ -107,44 +107,6 @@ uniform vec3 ambientLightColor;
#if defined( USE_ENVMAP ) && defined( PHYSICAL )
vec3 getDiffuseLightProbeIndirectLightColor( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float maxLodLevel ) {
#ifdef DOUBLE_SIDED
float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );
#else
float flipNormal = 1.0;
#endif
vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
#ifdef ENVMAP_TYPE_CUBE
#if defined( TEXTURE_CUBE_LOD_EXT )
vec4 envMapColor = textureCubeLodEXT( envMap, flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz ), maxLodLevel );
#else
vec4 envMapColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz ), maxLodLevel );
#endif
#else
vec4 envMapColor = vec3( 0.0 );
#endif
envMapColor.rgb = inputToLinear( envMapColor.rgb );
return envMapColor.rgb;
}
// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
......
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