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three.js
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c80c81ee
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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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c80c81ee
编写于
4月 06, 2015
作者:
B
Ben Adams
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电子邮件补丁
差异文件
Resolved additional merge conflicts
上级
50adbaa5
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
7 addition
and
7 deletion
+7
-7
src/renderers/shaders/ShaderChunk/common.glsl
src/renderers/shaders/ShaderChunk/common.glsl
+4
-4
src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
...erers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
+1
-1
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+1
-1
未找到文件。
src/renderers/shaders/ShaderChunk/common.glsl
浏览文件 @
c80c81ee
...
@@ -75,10 +75,10 @@ vec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal,
...
@@ -75,10 +75,10 @@ vec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal,
vec3
halfDir
=
normalize
(
lightDir
+
viewDir
);
vec3
halfDir
=
normalize
(
lightDir
+
viewDir
);
//float dotNL =
saturate( dot( normal, lightDir )
);
//float dotNL =
clamp( dot( normal, lightDir ), 0.0, 1.0
);
//float dotNV =
saturate( dot( normal, viewDir )
);
//float dotNV =
clamp( dot( normal, viewDir ), 0.0, 1.0
);
float
dotNH
=
saturate
(
dot
(
normal
,
halfDir
)
);
float
dotNH
=
clamp
(
dot
(
normal
,
halfDir
),
0
.
0
,
1
.
0
);
float
dotLH
=
saturate
(
dot
(
lightDir
,
halfDir
)
);
float
dotLH
=
clamp
(
dot
(
lightDir
,
halfDir
),
0
.
0
,
1
.
0
);
vec3
F
=
F_Schlick
(
specularColor
,
dotLH
);
vec3
F
=
F_Schlick
(
specularColor
,
dotLH
);
...
...
src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
浏览文件 @
c80c81ee
...
@@ -78,7 +78,7 @@ vec3 totalSpecularLight = vec3( 0.0 );
...
@@ -78,7 +78,7 @@ vec3 totalSpecularLight = vec3( 0.0 );
if
(
spotEffect
>
spotLightAngleCos
[
i
]
)
{
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
// attenuation
...
...
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
浏览文件 @
c80c81ee
...
@@ -61,7 +61,7 @@ vec3 calcCosineTerm( in vec3 normal, in vec3 lightDir ) {
...
@@ -61,7 +61,7 @@ vec3 calcCosineTerm( in vec3 normal, in vec3 lightDir ) {
float
dotProduct
=
dot
(
normal
,
lightDir
);
float
dotProduct
=
dot
(
normal
,
lightDir
);
vec3
cosineTerm
=
vec3
(
saturate
(
dotProduct
)
);
vec3
cosineTerm
=
vec3
(
clamp
(
dotProduct
,
0
.
0
,
1
.
0
)
);
#ifdef WRAP_AROUND
#ifdef WRAP_AROUND
...
...
src/renderers/shaders/ShaderLib.js
浏览文件 @
c80c81ee
...
@@ -737,7 +737,7 @@ THREE.ShaderLib = {
...
@@ -737,7 +737,7 @@ THREE.ShaderLib = {
// " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
// " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
"
vec3 direction = normalize( vWorldPosition );
"
,
"
vec3 direction = normalize( vWorldPosition );
"
,
"
vec2 sampleUV;
"
,
"
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;
"
,
"
sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;
"
,
"
gl_FragColor = texture2D( tEquirect, sampleUV );
"
,
"
gl_FragColor = texture2D( tEquirect, sampleUV );
"
,
...
...
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