提交 98f65da0 编写于 作者: B Ben Houston
上级 b0eb1bf2
......@@ -87,7 +87,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
" outgoingLight.rgb = diffuseColor.rgb;", // simple shader
" outgoingLight = diffuseColor.rgb;", // simple shader
THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense.
THREE.ShaderChunk[ "envmap_fragment" ],
......@@ -196,7 +196,7 @@ THREE.ShaderLib = {
" vec3 outgoingLight = vec3( 0.0, 0.0, 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( 1.0, 1.0, 1.0, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
......@@ -421,7 +421,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
" outgoingLight.rgb = diffuseColor.rgb;", // simple shader
" outgoingLight = diffuseColor.rgb;", // simple shader
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
......@@ -713,7 +713,7 @@ THREE.ShaderLib = {
"vec3 direction = normalize( vWorldPosition );",
"vec2 sampleUV;",
"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
"gl_FragColor = texture2D( tEquirect, sampleUV );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
......
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