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e123b1ce
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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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e123b1ce
编写于
5月 10, 2014
作者:
M
Mr.doob
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Removed 2.0001 workaround for ANGLE.
上级
4cf4ff20
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
8 addition
and
24 deletion
+8
-24
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+4
-12
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+4
-12
未找到文件。
src/renderers/shaders/ShaderChunk.js
浏览文件 @
e123b1ce
...
...
@@ -851,9 +851,7 @@ THREE.ShaderChunk = {
"
float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
"
,
"
float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );
"
,
"
pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;
"
,
...
...
@@ -909,9 +907,7 @@ THREE.ShaderChunk = {
"
float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
"
,
"
float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );
"
,
"
spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;
"
,
...
...
@@ -976,9 +972,7 @@ THREE.ShaderChunk = {
" float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
*/
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
// " dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
...
...
@@ -1025,9 +1019,7 @@ THREE.ShaderChunk = {
"
float dotProductGround = dot( normal, lVectorGround );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );
"
,
"
vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );
"
,
...
...
src/renderers/shaders/ShaderLib.js
浏览文件 @
e123b1ce
...
...
@@ -814,9 +814,7 @@ THREE.ShaderLib = {
"
float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
"
,
"
float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );
"
,
"
pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;
"
,
...
...
@@ -872,9 +870,7 @@ THREE.ShaderLib = {
"
float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
"
,
"
float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );
"
,
"
spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;
"
,
...
...
@@ -920,9 +916,7 @@ THREE.ShaderLib = {
"
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
"
,
"
float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );
"
,
"
dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;
"
,
...
...
@@ -969,9 +963,7 @@ THREE.ShaderLib = {
"
float dotProductGround = dot( normal, lVectorGround );
"
,
// 2.0 => 2.0001 is hack to work around ANGLE bug
"
float specularNormalization = ( shininess + 2.0001 ) / 8.0;
"
,
"
float specularNormalization = ( shininess + 2.0 ) / 8.0;
"
,
"
vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );
"
,
"
vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );
"
,
...
...
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