提交 96fb69e0 编写于 作者: M Mr.doob

Merge remote-tracking branch 'alteredq/dev' into dev

此差异已折叠。
......@@ -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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