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f5a1ae81
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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f5a1ae81
编写于
2月 10, 2016
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
lights_template: compute shadow only if color > 0
上级
3adb436b
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
3 addition
and
3 deletion
+3
-3
src/renderers/shaders/ShaderChunk/lights_template.glsl
src/renderers/shaders/ShaderChunk/lights_template.glsl
+3
-3
未找到文件。
src/renderers/shaders/ShaderChunk/lights_template.glsl
浏览文件 @
f5a1ae81
...
@@ -32,7 +32,7 @@ IncidentLight directLight;
...
@@ -32,7 +32,7 @@ IncidentLight directLight;
directLight
=
getPointDirectLight
(
pointLight
,
geometry
);
directLight
=
getPointDirectLight
(
pointLight
,
geometry
);
#ifdef USE_SHADOWMAP
#ifdef USE_SHADOWMAP
directLight
.
color
*=
bool
(
pointLight
.
shadow
)
?
getPointShadow
(
pointShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
)
:
1
.
0
;
directLight
.
color
*=
all
(
bvec2
(
pointLight
.
shadow
,
length
(
directLight
.
color
)
>
0
.
0
)
)
?
getPointShadow
(
pointShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
)
:
1
.
0
;
#endif
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
@@ -52,7 +52,7 @@ IncidentLight directLight;
...
@@ -52,7 +52,7 @@ IncidentLight directLight;
directLight
=
getSpotDirectLight
(
spotLight
,
geometry
);
directLight
=
getSpotDirectLight
(
spotLight
,
geometry
);
#ifdef USE_SHADOWMAP
#ifdef USE_SHADOWMAP
directLight
.
color
*=
bool
(
spotLight
.
shadow
)
?
getShadow
(
spotShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
)
:
1
.
0
;
directLight
.
color
*=
all
(
bvec2
(
spotLight
.
shadow
,
length
(
directLight
.
color
)
>
0
.
0
)
)
?
getShadow
(
spotShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
)
:
1
.
0
;
#endif
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
@@ -72,7 +72,7 @@ IncidentLight directLight;
...
@@ -72,7 +72,7 @@ IncidentLight directLight;
directLight
=
getDirectionalDirectLight
(
directionalLight
,
geometry
);
directLight
=
getDirectionalDirectLight
(
directionalLight
,
geometry
);
#ifdef USE_SHADOWMAP
#ifdef USE_SHADOWMAP
directLight
.
color
*=
bool
(
directionalLight
.
shadow
)
?
getShadow
(
directionalShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
)
:
1
.
0
;
directLight
.
color
*=
all
(
bvec2
(
directionalLight
.
shadow
,
length
(
directLight
.
color
)
>
0
.
0
)
)
?
getShadow
(
directionalShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
)
:
1
.
0
;
#endif
#endif
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
RE_Direct
(
directLight
,
geometry
,
material
,
reflectedLight
);
...
...
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