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three.js
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f718cbd2
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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f718cbd2
编写于
3月 01, 2016
作者:
B
Ben Houston
浏览文件
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电子邮件补丁
差异文件
name emissive properly - it is emissiveRadiance.
上级
56b3c8ab
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/emissivemap_fragment.glsl
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
+1
-1
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
+2
-2
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
+2
-2
src/renderers/shaders/ShaderLib/meshstandard_frag.glsl
src/renderers/shaders/ShaderLib/meshstandard_frag.glsl
+2
-2
未找到文件。
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
浏览文件 @
f718cbd2
...
...
@@ -4,6 +4,6 @@
emissiveColor
.
rgb
=
emissiveMapTexelToLinear
(
emissiveColor
).
rgb
;
totalEmissive
Light
*=
emissiveColor
.
rgb
;
totalEmissive
Radiance
*=
emissiveColor
.
rgb
;
#endif
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
浏览文件 @
f718cbd2
...
...
@@ -33,7 +33,7 @@ void main() {
vec4
diffuseColor
=
vec4
(
diffuse
,
opacity
);
ReflectedLight
reflectedLight
=
ReflectedLight
(
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
)
);
vec3
totalEmissive
Light
=
emissive
;
vec3
totalEmissive
Radiance
=
emissive
;
#include <logdepthbuf_fragment>
#include <map_fragment>
...
...
@@ -65,7 +65,7 @@ void main() {
// modulation
#include <aomap_fragment>
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
totalEmissive
Light
;
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
totalEmissive
Radiance
;
#include <envmap_fragment>
...
...
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
浏览文件 @
f718cbd2
...
...
@@ -31,7 +31,7 @@ void main() {
vec4
diffuseColor
=
vec4
(
diffuse
,
opacity
);
ReflectedLight
reflectedLight
=
ReflectedLight
(
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
)
);
vec3
totalEmissive
Light
=
emissive
;
vec3
totalEmissive
Radiance
=
emissive
;
#include <logdepthbuf_fragment>
#include <map_fragment>
...
...
@@ -49,7 +49,7 @@ void main() {
// modulation
#include <aomap_fragment>
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
reflectedLight
.
directSpecular
+
reflectedLight
.
indirectSpecular
+
totalEmissive
Light
;
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
reflectedLight
.
directSpecular
+
reflectedLight
.
indirectSpecular
+
totalEmissive
Radiance
;
#include <envmap_fragment>
...
...
src/renderers/shaders/ShaderLib/meshstandard_frag.glsl
浏览文件 @
f718cbd2
...
...
@@ -43,7 +43,7 @@ void main() {
vec4
diffuseColor
=
vec4
(
diffuse
,
opacity
);
ReflectedLight
reflectedLight
=
ReflectedLight
(
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
),
vec3
(
0
.
0
)
);
vec3
totalEmissive
Light
=
emissive
;
vec3
totalEmissive
Radiance
=
emissive
;
#include <logdepthbuf_fragment>
#include <map_fragment>
...
...
@@ -63,7 +63,7 @@ void main() {
// modulation
#include <aomap_fragment>
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
reflectedLight
.
directSpecular
+
reflectedLight
.
indirectSpecular
+
totalEmissive
Light
;
vec3
outgoingLight
=
reflectedLight
.
directDiffuse
+
reflectedLight
.
indirectDiffuse
+
reflectedLight
.
directSpecular
+
reflectedLight
.
indirectSpecular
+
totalEmissive
Radiance
;
gl_FragColor
=
vec4
(
outgoingLight
,
diffuseColor
.
a
);
...
...
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