提交 88c51fed 编写于 作者: M Mr.doob

Clean up.

上级 9e6b3e1f
...@@ -83,48 +83,40 @@ IncidentLight directLight; ...@@ -83,48 +83,40 @@ IncidentLight directLight;
#if defined( RE_IndirectDiffuse ) #if defined( RE_IndirectDiffuse )
{ vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); #ifdef USE_LIGHTMAP
#ifdef USE_LIGHTMAP irradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
irradiance += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage #endif
#endif #if ( NUM_HEMI_LIGHTS > 0 )
#if ( NUM_HEMI_LIGHTS > 0 )
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
} }
#endif #endif
// #if defined( USE_ENVMAP ) && defined( STANDARD ) // #if defined( USE_ENVMAP ) && defined( STANDARD )
// TODO, replace 8 with the real maxMIPLevel // TODO, replace 8 with the real maxMIPLevel
// irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); // comment out until seams are fixed // irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); // comment out until seams are fixed
// #endif
RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); // #endif
} RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
#endif #endif
#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
{ // TODO, replace 8 with the real maxMIPLevel
vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
// TODO, replace 8 with the real maxMIPLevel
vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
RE_IndirectSpecular( radiance, geometry, material, reflectedLight ); RE_IndirectSpecular( radiance, geometry, material, reflectedLight );
}
#endif #endif
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