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three.js
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99f00ba3
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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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99f00ba3
编写于
10月 28, 2011
作者:
A
alteredq
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电子邮件补丁
差异文件
Removed enableLighting uniform from Lambert.
上级
9eb852db
变更
4
展开全部
隐藏空白更改
内联
并排
Showing
4 changed file
with
144 addition
and
156 deletion
+144
-156
build/Three.js
build/Three.js
+94
-95
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+29
-29
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+0
-1
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+21
-31
未找到文件。
build/Three.js
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99f00ba3
此差异已折叠。
点击以展开。
build/custom/ThreeWebGL.js
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99f00ba3
此差异已折叠。
点击以展开。
src/renderers/WebGLRenderer.js
浏览文件 @
99f00ba3
...
...
@@ -4827,7 +4827,6 @@ THREE.WebGLRenderer = function ( parameters ) {
function
refreshUniformsLights
(
uniforms
,
lights
)
{
uniforms
.
enableLighting
.
value
=
lights
.
directional
.
length
+
lights
.
point
.
length
;
uniforms
.
ambientLightColor
.
value
=
lights
.
ambient
;
uniforms
.
directionalLightColor
.
value
=
lights
.
directional
.
colors
;
...
...
src/renderers/WebGLShaders.js
浏览文件 @
99f00ba3
...
...
@@ -258,7 +258,6 @@ THREE.ShaderChunk = {
"
uniform vec3 ambient;
"
,
"
uniform vec3 diffuse;
"
,
"
uniform bool enableLighting;
"
,
"
uniform vec3 ambientLightColor;
"
,
"
#if MAX_DIR_LIGHTS > 0
"
,
...
...
@@ -280,51 +279,43 @@ THREE.ShaderChunk = {
lights_lambert_vertex
:
[
"
if ( !enableLighting ) {
"
,
"
vLightWeighting = vec3( 0.0 );
"
,
"
vLightWeighting = vec3( 1.0 );
"
,
"
} else {
"
,
"
vLightWeighting = vec3( 0.0 );
"
,
"
#if MAX_DIR_LIGHTS > 0
"
,
"
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
"
,
"
#if MAX_DIR_LIGHTS > 0
"
,
"
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
"
,
"
float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );
"
,
"
vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;
"
,
"
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
"
,
"
}
"
,
"
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
"
,
"
float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );
"
,
"
vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;
"
,
"
#endif
"
,
"
}
"
,
"
#if MAX_POINT_LIGHTS > 0
"
,
"
#endif
"
,
"
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
"
,
"
#if MAX_POINT_LIGHTS > 0
"
,
"
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
"
,
"
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
"
,
"
vec3 lVector = lPosition.xyz - mvPosition.xyz
;
"
,
"
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 )
;
"
,
"
float lDistance = 1.0
;
"
,
"
vec3 lVector = lPosition.xyz - mvPosition.xyz
;
"
,
"
if ( pointLightDistance[ i ] > 0.0 )
"
,
"
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
"
,
"
float lDistance = 1.0;
"
,
"
lVector = normalize( lVector );
"
,
"
if ( pointLightDistance[ i ] > 0.0 )
"
,
"
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
"
,
"
float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );
"
,
"
vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;
"
,
"
lVector = normalize( lVector );
"
,
"
}
"
,
"
float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );
"
,
"
vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;
"
,
"
#endif
"
,
"
}
"
,
"
vLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;
"
,
"
#endif
"
,
"
}
"
"
vLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;
"
,
].
join
(
"
\n
"
),
...
...
@@ -937,7 +928,6 @@ THREE.UniformsLib = {
lights
:
{
"
enableLighting
"
:
{
type
:
"
i
"
,
value
:
1
},
"
ambientLightColor
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
directionalLightDirection
"
:
{
type
:
"
fv
"
,
value
:
[]
},
"
directionalLightColor
"
:
{
type
:
"
fv
"
,
value
:
[]
},
...
...
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