提交 e123b1ce 编写于 作者: M Mr.doob

Removed 2.0001 workaround for ANGLE.

上级 4cf4ff20
......@@ -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 );",
......
......@@ -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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