提交 c80c81ee 编写于 作者: B Ben Adams

Resolved additional merge conflicts

上级 50adbaa5
......@@ -75,10 +75,10 @@ vec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal,
vec3 halfDir = normalize( lightDir + viewDir );
//float dotNL = saturate( dot( normal, lightDir ) );
//float dotNV = saturate( dot( normal, viewDir ) );
float dotNH = saturate( dot( normal, halfDir ) );
float dotLH = saturate( dot( lightDir, halfDir ) );
//float dotNL = clamp( dot( normal, lightDir ), 0.0, 1.0 );
//float dotNV = clamp( dot( normal, viewDir ), 0.0, 1.0 );
float dotNH = clamp( dot( normal, halfDir ), 0.0, 1.0 );
float dotLH = clamp( dot( lightDir, halfDir ), 0.0, 1.0 );
vec3 F = F_Schlick( specularColor, dotLH );
......
......@@ -78,7 +78,7 @@ vec3 totalSpecularLight = vec3( 0.0 );
if ( spotEffect > spotLightAngleCos[ i ] ) {
spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );
spotEffect = clamp( pow( clamp( spotEffect, 0.0, 1.0 ), spotLightExponent[ i ] ), 0.0, 1.0 );
// attenuation
......
......@@ -61,7 +61,7 @@ vec3 calcCosineTerm( in vec3 normal, in vec3 lightDir ) {
float dotProduct = dot( normal, lightDir );
vec3 cosineTerm = vec3( saturate( dotProduct ) );
vec3 cosineTerm = vec3( clamp( dotProduct, 0.0, 1.0 ) );
#ifdef WRAP_AROUND
......
......@@ -737,7 +737,7 @@ THREE.ShaderLib = {
// " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
"vec3 direction = normalize( vWorldPosition );",
"vec2 sampleUV;",
"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
"sampleUV.y = clamp( tFlip * direction.y * -0.5 + 0.5, 0.0, 1.0 );",
"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
"gl_FragColor = texture2D( tEquirect, sampleUV );",
......
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