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f4d862f6
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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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f4d862f6
编写于
1月 30, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
lights_* glsl clean up.
上级
63f8ded1
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
37 addition
and
36 deletion
+37
-36
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
+20
-21
src/renderers/shaders/ShaderChunk/lights_template.glsl
src/renderers/shaders/ShaderChunk/lights_template.glsl
+17
-15
未找到文件。
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
浏览文件 @
f4d862f6
...
...
@@ -16,14 +16,18 @@ vLightFront = vec3( 0.0 );
vLightBack
=
vec3
(
0
.
0
);
#endif
IncidentLight
directLight
;
float
dotNL
;
vec3
directLightColor_Diffuse
;
#if NUM_POINT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
NUM_POINT_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
float
dotNL
=
dot
(
geometry
.
normal
,
directLight
.
direction
);
vec3
directLightColor_Diffuse
=
PI
*
directLight
.
color
;
dotNL
=
dot
(
geometry
.
normal
,
directLight
.
direction
);
directLightColor_Diffuse
=
PI
*
directLight
.
color
;
vLightFront
+=
saturate
(
dotNL
)
*
directLightColor_Diffuse
;
...
...
@@ -41,10 +45,10 @@ vLightFront = vec3( 0.0 );
for
(
int
i
=
0
;
i
<
NUM_SPOT_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getSpotDirectLight
(
spotLights
[
i
],
geometry
);
directLight
=
getSpotDirectLight
(
spotLights
[
i
],
geometry
);
float
dotNL
=
dot
(
geometry
.
normal
,
directLight
.
direction
);
vec3
directLightColor_Diffuse
=
PI
*
directLight
.
color
;
dotNL
=
dot
(
geometry
.
normal
,
directLight
.
direction
);
directLightColor_Diffuse
=
PI
*
directLight
.
color
;
vLightFront
+=
saturate
(
dotNL
)
*
directLightColor_Diffuse
;
...
...
@@ -61,10 +65,10 @@ vLightFront = vec3( 0.0 );
for
(
int
i
=
0
;
i
<
NUM_DIR_LIGHTS
;
i
++
)
{
IncidentLight
directLight
=
getDirectionalDirectLight
(
directionalLights
[
i
],
geometry
);
directLight
=
getDirectionalDirectLight
(
directionalLights
[
i
],
geometry
);
float
dotNL
=
dot
(
geometry
.
normal
,
directLight
.
direction
);
vec3
directLightColor_Diffuse
=
PI
*
directLight
.
color
;
dotNL
=
dot
(
geometry
.
normal
,
directLight
.
direction
);
directLightColor_Diffuse
=
PI
*
directLight
.
color
;
vLightFront
+=
saturate
(
dotNL
)
*
directLightColor_Diffuse
;
...
...
@@ -78,23 +82,18 @@ vLightFront = vec3( 0.0 );
#endif
{
#if NUM_HEMI_LIGHTS > 0
for
(
int
i
=
0
;
i
<
NUM_HEMI_LIGHTS
;
i
++
)
{
#if NUM_HEMI_LIGHTS > 0
vLightFront
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
geometry
);
for
(
int
i
=
0
;
i
<
NUM_HEMI_LIGHTS
;
i
++
)
{
#ifdef DOUBLE_SIDED
vLightFront
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
geometry
);
vLightBack
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
backGeometry
);
#endif
#ifdef DOUBLE_SIDED
}
vLightBack
+=
getHemisphereLightIrradiance
(
hemisphereLights
[
i
],
backGeometry
);
#endif
}
#endif
src/renderers/shaders/ShaderChunk/lights_template.glsl
浏览文件 @
f4d862f6
...
...
@@ -19,18 +19,20 @@ geometry.position = - vViewPosition;
geometry
.
normal
=
normal
;
geometry
.
viewDir
=
normalize
(
vViewPosition
);
IncidentLight
directLight
;
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
PointLight
pointLight
;
for
(
int
i
=
0
;
i
<
NUM_POINT_LIGHTS
;
i
++
)
{
PointLight
pointLight
=
pointLights
[
i
];
pointLight
=
pointLights
[
i
];
IncidentLight
directLight
=
getPointDirectLight
(
pointLight
,
geometry
);
directLight
=
getPointDirectLight
(
pointLight
,
geometry
);
#ifdef USE_SHADOWMAP
if
(
pointLight
.
shadowEnabled
)
{
directLight
.
color
*=
getPointShadow
(
pointLightsShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
);
}
if
(
pointLight
.
shadowEnabled
)
directLight
.
color
*=
getPointShadow
(
pointLightsShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
);
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
@@ -41,16 +43,16 @@ geometry.viewDir = normalize( vViewPosition );
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
SpotLight
spotLight
;
for
(
int
i
=
0
;
i
<
NUM_SPOT_LIGHTS
;
i
++
)
{
SpotLight
spotLight
=
spotLights
[
i
];
spotLight
=
spotLights
[
i
];
IncidentLight
directLight
=
getSpotDirectLight
(
spotLight
,
geometry
);
directLight
=
getSpotDirectLight
(
spotLight
,
geometry
);
#ifdef USE_SHADOWMAP
if
(
spotLight
.
shadowEnabled
)
{
directLight
.
color
*=
getShadow
(
spotLightsShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
);
}
if
(
spotLight
.
shadowEnabled
)
directLight
.
color
*=
getShadow
(
spotLightsShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
);
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
@@ -61,16 +63,16 @@ geometry.viewDir = normalize( vViewPosition );
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
DirectionalLight
directionalLight
;
for
(
int
i
=
0
;
i
<
NUM_DIR_LIGHTS
;
i
++
)
{
DirectionalLight
directionalLight
=
directionalLights
[
i
];
directionalLight
=
directionalLights
[
i
];
IncidentLight
directLight
=
getDirectionalDirectLight
(
directionalLight
,
geometry
);
directLight
=
getDirectionalDirectLight
(
directionalLight
,
geometry
);
#ifdef USE_SHADOWMAP
if
(
directionalLight
.
shadowEnabled
)
{
directLight
.
color
*=
getShadow
(
directionalLightsShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
);
}
if
(
directionalLight
.
shadowEnabled
)
directLight
.
color
*=
getShadow
(
directionalLightsShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
);
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
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