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three.js
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839e9daa
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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839e9daa
编写于
4月 09, 2015
作者:
W
WestLangley
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Clean up Lambert shader
上级
c4dae0a2
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
56 addition
and
57 deletion
+56
-57
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+56
-57
未找到文件。
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
浏览文件 @
839e9daa
...
...
@@ -6,60 +6,31 @@ vLightFront = vec3( 0.0 );
#endif
transformedNormal
=
normalize
(
transformedNormal
);
#if MAX_DIR_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_DIR_LIGHTS
;
i
++
)
{
vec3
dirVector
=
transformDirection
(
directionalLightDirection
[
i
],
viewMatrix
);
float
dotProduct
=
dot
(
transformedNormal
,
dirVector
);
vec3
directionalLightWeighting
=
vec3
(
max
(
dotProduct
,
0
.
0
)
);
#ifdef DOUBLE_SIDED
vec3
directionalLightWeightingBack
=
vec3
(
max
(
-
dotProduct
,
0
.
0
)
);
#endif
vLightFront
+=
directionalLightColor
[
i
]
*
directionalLightWeighting
;
#ifdef DOUBLE_SIDED
vLightBack
+=
directionalLightColor
[
i
]
*
directionalLightWeightingBack
;
#endif
}
#endif
vec3
normal
=
normalize
(
transformedNormal
);
#if MAX_POINT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_POINT_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
MAX_POINT_LIGHTS
;
i
++
)
{
vec3
lightColor
=
pointLightColor
[
i
];
vec4
lPosition
=
viewMatrix
*
vec4
(
pointLightPosition
[
i
],
1
.
0
);
vec3
lVector
=
lPosition
.
xyz
-
mvPosition
.
xyz
;
vec3
lightDir
=
normalize
(
lVector
);
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
pointLightDistance
[
i
],
pointLightDecay
[
i
]
);
lVector
=
normalize
(
lVector
);
float
dotProduct
=
dot
(
transformedNormal
,
lVector
);
// attenuation
vec3
pointLightWeighting
=
vec3
(
max
(
dotProduct
,
0
.
0
)
);
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
pointLightDistance
[
i
],
pointLightDecay
[
i
]
);
#ifdef DOUBLE_SIDED
// diffuse
vec3
pointLightWeightingBack
=
vec3
(
max
(
-
dotProduct
,
0
.
0
)
);
float
dotProduct
=
dot
(
normal
,
lightDir
);
#endif
vLightFront
+=
pointLightColor
[
i
]
*
pointLightWeighting
*
attenuation
;
vLightFront
+=
lightColor
*
attenuation
*
saturate
(
dotProduct
);
#ifdef DOUBLE_SIDED
vLightBack
+=
pointLightColor
[
i
]
*
pointLightWeightingBack
*
attenuation
;
vLightBack
+=
lightColor
*
attenuation
*
saturate
(
-
dotProduct
)
;
#endif
...
...
@@ -69,39 +40,64 @@ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
#if MAX_SPOT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_SPOT_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
MAX_SPOT_LIGHTS
;
i
++
)
{
vec3
lightColor
=
spotLightColor
[
i
];
vec4
lPosition
=
viewMatrix
*
vec4
(
spotLightPosition
[
i
],
1
.
0
);
vec3
lightPosition
=
spotLightPosition
[
i
];
vec4
lPosition
=
viewMatrix
*
vec4
(
lightPosition
,
1
.
0
);
vec3
lVector
=
lPosition
.
xyz
-
mvPosition
.
xyz
;
vec3
lightDir
=
normalize
(
lVector
);
float
spotEffect
=
dot
(
spotLightDirection
[
i
],
normalize
(
spotLightPosition
[
i
]
-
worldPosition
.
xyz
)
);
float
spotEffect
=
dot
(
spotLightDirection
[
i
],
normalize
(
lightPosition
-
worldPosition
.
xyz
)
);
if
(
spotEffect
>
spotLightAngleCos
[
i
]
)
{
spotEffect
=
max
(
pow
(
max
(
spotEffect
,
0
.
0
),
spotLightExponent
[
i
]
),
0
.
0
);
spotEffect
=
saturate
(
pow
(
saturate
(
spotEffect
),
spotLightExponent
[
i
]
)
);
// attenuation
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
spotLightDistance
[
i
],
spotLightDecay
[
i
]
);
lVector
=
normalize
(
lVector
);
attenuation
*=
spotEffect
;
// diffuse
float
dotProduct
=
dot
(
normal
,
lightDir
);
float
dotProduct
=
dot
(
transformedNormal
,
lVector
);
vec3
spotLightWeighting
=
vec3
(
max
(
dotProduct
,
0
.
0
)
);
vLightFront
+=
lightColor
*
attenuation
*
saturate
(
dotProduct
);
#ifdef DOUBLE_SIDED
v
ec3
spotLightWeightingBack
=
vec3
(
max
(
-
dotProduct
,
0
.
0
)
);
v
LightBack
+=
lightColor
*
attenuation
*
saturate
(
-
dotProduct
);
#endif
vLightFront
+=
spotLightColor
[
i
]
*
spotLightWeighting
*
attenuation
*
spotEffect
;
}
#ifdef DOUBLE_SIDED
}
vLightBack
+=
spotLightColor
[
i
]
*
spotLightWeightingBack
*
attenuation
*
spotEffect
;
#endif
#endif
#if MAX_DIR_LIGHTS > 0
}
for
(
int
i
=
0
;
i
<
MAX_DIR_LIGHTS
;
i
++
)
{
vec3
lightColor
=
directionalLightColor
[
i
];
vec3
lightDir
=
transformDirection
(
directionalLightDirection
[
i
],
viewMatrix
);
// diffuse
float
dotProduct
=
dot
(
normal
,
lightDir
);
vLightFront
+=
lightColor
*
saturate
(
dotProduct
);
#ifdef DOUBLE_SIDED
vLightBack
+=
lightColor
*
saturate
(
-
dotProduct
);
#endif
}
...
...
@@ -109,19 +105,22 @@ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
#if MAX_HEMI_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_HEMI_LIGHTS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
MAX_HEMI_LIGHTS
;
i
++
)
{
vec3
l
Vecto
r
=
transformDirection
(
hemisphereLightDirection
[
i
],
viewMatrix
);
vec3
l
ightDi
r
=
transformDirection
(
hemisphereLightDirection
[
i
],
viewMatrix
);
float
dotProduct
=
dot
(
transformedNormal
,
lVector
);
// diffuse
float
dotProduct
=
dot
(
normal
,
lightDir
);
float
hemiDiffuseWeight
=
0
.
5
*
dotProduct
+
0
.
5
;
float
hemiDiffuseWeightBack
=
-
0
.
5
*
dotProduct
+
0
.
5
;
vLightFront
+=
mix
(
hemisphereLightGroundColor
[
i
],
hemisphereLightSkyColor
[
i
],
hemiDiffuseWeight
);
#ifdef DOUBLE_SIDED
float
hemiDiffuseWeightBack
=
-
0
.
5
*
dotProduct
+
0
.
5
;
vLightBack
+=
mix
(
hemisphereLightGroundColor
[
i
],
hemisphereLightSkyColor
[
i
],
hemiDiffuseWeightBack
);
#endif
...
...
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