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96fb69e0
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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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96fb69e0
编写于
9月 04, 2012
作者:
M
Mr.doob
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差异文件
Merge remote-tracking branch 'alteredq/dev' into dev
上级
caab788d
0737dd99
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2
展开全部
隐藏空白更改
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并排
Showing
2 changed file
with
10 addition
and
8 deletion
+10
-8
build/three.min.js
build/three.min.js
+1
-1
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+9
-7
未找到文件。
build/three.min.js
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96fb69e0
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点击以展开。
src/renderers/WebGLShaders.js
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96fb69e0
...
...
@@ -1105,15 +1105,15 @@ THREE.ShaderChunk = {
"
float dotProduct = dot( normal, lVector );
"
,
"
float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
"
,
"
hemiDiffuse += diffuse *
mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
"
,
"
vec3 hemiColor =
mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
"
,
// specular (sky light)
"
hemiDiffuse += diffuse * hemiColor;
"
,
"
float hemiSpecularWeight = 0.0;
"
,
// specular (sky light)
"
vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );
"
,
"
float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;
"
,
"
hemiSpecularWeight +
= specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );
"
,
"
float hemiSpecularWeightSky
= specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );
"
,
// specular (ground light)
...
...
@@ -1121,21 +1121,23 @@ THREE.ShaderChunk = {
"
vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );
"
,
"
float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;
"
,
"
hemiSpecularWeight +
= specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );
"
,
"
float hemiSpecularWeightGround
= specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );
"
,
"
#ifdef PHYSICALLY_BASED_SHADING
"
,
"
float dotProductGround = dot( normal, lVectorGround );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );
"
,
"
vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );
"
,
"
hemiSpecular +=
( schlickSky + schlickGround ) * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * hemiDiffuseWeight * specularNormalization
;
"
,
"
hemiSpecular +=
hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) )
;
"
,
"
#else
"
,
"
hemiSpecular += specular *
mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight
* hemiDiffuseWeight;
"
,
"
hemiSpecular += specular *
hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround )
* hemiDiffuseWeight;
"
,
"
#endif
"
,
...
...
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