提交 80dd93a8 编写于 作者: A alteredq

Renamed spotLightAngle uniforms to spotLightAngleCos.

See discussion at https://github.com/alteredq/three.js/commit/5cb715520806a5afa1057a31a6777c2e454eeff0
上级 5cb71552
......@@ -14145,7 +14145,7 @@ THREE.ShaderChunk = {
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
"#endif",
......@@ -14279,7 +14279,7 @@ THREE.ShaderChunk = {
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
"if ( spotEffect > spotLightAngle[ i ] ) {",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
......@@ -14489,7 +14489,7 @@ THREE.ShaderChunk = {
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
"#ifdef PHONG_PER_PIXEL",
......@@ -14638,7 +14638,7 @@ THREE.ShaderChunk = {
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
"if ( spotEffect > spotLightAngle[ i ] ) {",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
......@@ -15516,7 +15516,7 @@ THREE.UniformsLib = {
"spotLightPosition" : { type: "fv", value: [] },
"spotLightDirection" : { type: "fv", value: [] },
"spotLightDistance" : { type: "fv1", value: [] },
"spotLightAngle" : { type: "fv1", value: [] },
"spotLightAngleCos" : { type: "fv1", value: [] },
"spotLightExponent" : { type: "fv1", value: [] }
},
......@@ -16295,7 +16295,7 @@ THREE.WebGLRenderer = function ( parameters ) {
ambient: [ 0, 0, 0 ],
directional: { length: 0, colors: new Array(), positions: new Array() },
point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() },
spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
};
......@@ -21442,7 +21442,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.spotLightPosition.value = lights.spot.positions;
uniforms.spotLightDistance.value = lights.spot.distances;
uniforms.spotLightDirection.value = lights.spot.directions;
uniforms.spotLightAngle.value = lights.spot.angles;
uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
uniforms.spotLightExponent.value = lights.spot.exponents;
uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
......@@ -21759,7 +21759,7 @@ THREE.WebGLRenderer = function ( parameters ) {
spotPositions = zlights.spot.positions,
spotDistances = zlights.spot.distances,
spotDirections = zlights.spot.directions,
spotAngles = zlights.spot.angles,
spotAnglesCos = zlights.spot.anglesCos,
spotExponents = zlights.spot.exponents,
hemiSkyColors = zlights.hemi.skyColors,
......@@ -21899,7 +21899,7 @@ THREE.WebGLRenderer = function ( parameters ) {
spotDirections[ spotOffset + 1 ] = _direction.y;
spotDirections[ spotOffset + 2 ] = _direction.z;
spotAngles[ spotLength ] = Math.cos( light.angle );
spotAnglesCos[ spotLength ] = Math.cos( light.angle );
spotExponents[ spotLength ] = light.exponent;
spotLength += 1;
......@@ -21955,7 +21955,7 @@ THREE.WebGLRenderer = function ( parameters ) {
for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotAngles.length, spotCount ); l < ll; l ++ ) spotAngles[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ l ] = 0.0;
......@@ -25288,7 +25288,7 @@ THREE.ShaderUtils = {
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
......@@ -25445,7 +25445,7 @@ THREE.ShaderUtils = {
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
"if ( spotEffect > spotLightAngle[ i ] ) {",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
......
此差异已折叠。
......@@ -206,7 +206,7 @@ THREE.ShaderUtils = {
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
......@@ -363,7 +363,7 @@ THREE.ShaderUtils = {
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
"if ( spotEffect > spotLightAngle[ i ] ) {",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
......
......@@ -162,7 +162,7 @@ THREE.WebGLRenderer = function ( parameters ) {
ambient: [ 0, 0, 0 ],
directional: { length: 0, colors: new Array(), positions: new Array() },
point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() },
spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
};
......@@ -5309,7 +5309,7 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.spotLightPosition.value = lights.spot.positions;
uniforms.spotLightDistance.value = lights.spot.distances;
uniforms.spotLightDirection.value = lights.spot.directions;
uniforms.spotLightAngle.value = lights.spot.angles;
uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
uniforms.spotLightExponent.value = lights.spot.exponents;
uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
......@@ -5626,7 +5626,7 @@ THREE.WebGLRenderer = function ( parameters ) {
spotPositions = zlights.spot.positions,
spotDistances = zlights.spot.distances,
spotDirections = zlights.spot.directions,
spotAngles = zlights.spot.angles,
spotAnglesCos = zlights.spot.anglesCos,
spotExponents = zlights.spot.exponents,
hemiSkyColors = zlights.hemi.skyColors,
......@@ -5766,7 +5766,7 @@ THREE.WebGLRenderer = function ( parameters ) {
spotDirections[ spotOffset + 1 ] = _direction.y;
spotDirections[ spotOffset + 2 ] = _direction.z;
spotAngles[ spotLength ] = Math.cos( light.angle );
spotAnglesCos[ spotLength ] = Math.cos( light.angle );
spotExponents[ spotLength ] = light.exponent;
spotLength += 1;
......@@ -5822,7 +5822,7 @@ THREE.WebGLRenderer = function ( parameters ) {
for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
for ( l = spotLength * 3, ll = Math.max( spotPositions.length, spotCount * 3 ); l < ll; l ++ ) spotPositions[ l ] = 0.0;
for ( l = spotLength * 3, ll = Math.max( spotDirections.length, spotCount * 3 ); l < ll; l ++ ) spotDirections[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotAngles.length, spotCount ); l < ll; l ++ ) spotAngles[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotAnglesCos.length, spotCount ); l < ll; l ++ ) spotAnglesCos[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotExponents.length, spotCount ); l < ll; l ++ ) spotExponents[ l ] = 0.0;
for ( l = spotLength, ll = Math.max( spotDistances.length, spotCount ); l < ll; l ++ ) spotDistances[ l ] = 0.0;
......
......@@ -474,7 +474,7 @@ THREE.ShaderChunk = {
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
"#endif",
......@@ -608,7 +608,7 @@ THREE.ShaderChunk = {
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",
"if ( spotEffect > spotLightAngle[ i ] ) {",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
......@@ -818,7 +818,7 @@ THREE.ShaderChunk = {
"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
"#ifdef PHONG_PER_PIXEL",
......@@ -967,7 +967,7 @@ THREE.ShaderChunk = {
"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
"if ( spotEffect > spotLightAngle[ i ] ) {",
"if ( spotEffect > spotLightAngleCos[ i ] ) {",
"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
......@@ -1845,7 +1845,7 @@ THREE.UniformsLib = {
"spotLightPosition" : { type: "fv", value: [] },
"spotLightDirection" : { type: "fv", value: [] },
"spotLightDistance" : { type: "fv1", value: [] },
"spotLightAngle" : { type: "fv1", value: [] },
"spotLightAngleCos" : { type: "fv1", value: [] },
"spotLightExponent" : { type: "fv1", value: [] }
},
......
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