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bc97d632
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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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bc97d632
编写于
12月 13, 2012
作者:
A
alteredq
浏览文件
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电子邮件补丁
差异文件
WebGLDeferredRenderer: made directional light more similar to forward renderer.
上级
4a0362c6
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
22 addition
and
11 deletion
+22
-11
examples/js/ShaderDeferred.js
examples/js/ShaderDeferred.js
+22
-11
未找到文件。
examples/js/ShaderDeferred.js
浏览文件 @
bc97d632
...
...
@@ -498,7 +498,7 @@ THREE.ShaderDeferred = {
"
viewPos.xyz /= viewPos.w;
"
,
"
viewPos.w = 1.0;
"
,
"
vec3
lightDi
r = normalize( lightView );
"
,
"
vec3
dirVecto
r = normalize( lightView );
"
,
// normal
...
...
@@ -509,35 +509,46 @@ THREE.ShaderDeferred = {
"
vec4 colorMap = texture2D( samplerColor, texCoord );
"
,
"
vec3 albedo = float_to_vec3( abs( colorMap.x ) );
"
,
"
vec3 specularColor = float_to_vec3( abs( colorMap.y ) );
"
,
"
float shininess = colorMap.z;
"
,
"
float shininess = abs( colorMap.z );
"
,
"
float wrapAround = sign( colorMap.z );
"
,
"
vec3 diffuse;
"
,
"
float dotProduct = dot( normal, dirVector );
"
,
"
float diffuseFull = max( dotProduct, 0.0 );
"
,
// wrap around lighting
"
float diffuseFull = max( dot( normal, lightDir ), 0.0 );
"
,
"
float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );
"
,
"
if ( wrapAround < 0.0 ) {
"
,
"
const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );
"
,
"
vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );
"
,
"
float diffuseHalf = max( 0.5 + 0.5 * dotProduct, 0.0 );
"
,
"
const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );
"
,
"
diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );
"
,
// simple lighting
//"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
//"vec3 diffuse = vec3 ( diffuseFull );",
"
} else {
"
,
"
diffuse = vec3 ( diffuseFull );
"
,
"
}
"
,
// specular
"
vec3 halfVector = normalize(
lightDir +
normalize( viewPos.xyz ) );
"
,
"
vec3 halfVector = normalize(
dirVector -
normalize( viewPos.xyz ) );
"
,
"
float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );
"
,
// simple specular
//"vec3 specular = specular
Intensity
* max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
//"vec3 specular = specular
Color
* max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
// physically based specular
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot(
lightDi
r, halfVector ), 5.0 );
"
,
"
vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot(
dirVecto
r, halfVector ), 5.0 );
"
,
"
vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;
"
,
// combine
...
...
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