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fb8ec33d
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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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fb8ec33d
编写于
2月 05, 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
ShaderLib: Added shadowMask to MeshLambertMaterial.
上级
c6d097e5
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
55 addition
and
2 deletion
+55
-2
src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
...nderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
+50
-0
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+4
-2
utils/build/includes/common.json
utils/build/includes/common.json
+1
-0
未找到文件。
src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl
0 → 100644
浏览文件 @
fb8ec33d
float
getShadowMask
()
{
float
shadow
=
1
.
0
;
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHTS > 0
DirectionalLight
directionalLight
;
for
(
int
i
=
0
;
i
<
NUM_DIR_LIGHTS
;
i
++
)
{
directionalLight
=
directionalLights
[
i
];
shadow
*=
bool
(
directionalLight
.
shadow
)
?
getShadow
(
directionalShadowMap
[
i
],
directionalLight
.
shadowMapSize
,
directionalLight
.
shadowBias
,
directionalLight
.
shadowRadius
,
vDirectionalShadowCoord
[
i
]
)
:
1
.
0
;
}
#endif
#if NUM_SPOT_LIGHTS > 0
SpotLight
spotLight
;
for
(
int
i
=
0
;
i
<
NUM_SPOT_LIGHTS
;
i
++
)
{
spotLight
=
spotLights
[
i
];
shadow
*=
bool
(
spotLight
.
shadow
)
?
getShadow
(
spotShadowMap
[
i
],
spotLight
.
shadowMapSize
,
spotLight
.
shadowBias
,
spotLight
.
shadowRadius
,
vSpotShadowCoord
[
i
]
)
:
1
.
0
;
}
#endif
#if NUM_POINT_LIGHTS > 0
PointLight
pointLight
;
for
(
int
i
=
0
;
i
<
NUM_POINT_LIGHTS
;
i
++
)
{
pointLight
=
pointLights
[
i
];
shadow
*=
bool
(
pointLight
.
shadow
)
?
getPointShadow
(
pointShadowMap
[
i
],
pointLight
.
shadowMapSize
,
pointLight
.
shadowBias
,
pointLight
.
shadowRadius
,
vPointShadowCoord
[
i
]
)
:
1
.
0
;
}
#endif
#endif
return
shadow
;
}
src/renderers/shaders/ShaderLib.js
浏览文件 @
fb8ec33d
...
...
@@ -104,7 +104,7 @@ THREE.ShaderLib = {
THREE
.
ShaderChunk
[
"
aomap_fragment
"
],
"
vec3 outgoingLight = reflectedLight.indirectDiffuse;
"
,
"
vec3 outgoingLight = reflectedLight.indirectDiffuse;
"
,
THREE
.
ShaderChunk
[
"
envmap_fragment
"
],
THREE
.
ShaderChunk
[
"
linear_to_gamma_fragment
"
],
...
...
@@ -213,8 +213,10 @@ THREE.ShaderLib = {
THREE
.
ShaderChunk
[
"
envmap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
bsdfs
"
],
THREE
.
ShaderChunk
[
"
ambient_pars
"
],
THREE
.
ShaderChunk
[
"
lights_pars
"
],
THREE
.
ShaderChunk
[
"
fog_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
shadowmap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
shadowmask_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
specularmap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
logdepthbuf_pars_fragment
"
],
...
...
@@ -249,7 +251,7 @@ THREE.ShaderLib = {
"
#endif
"
,
"
reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );
"
,
"
reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb )
* getShadowMask()
;
"
,
// modulation
THREE
.
ShaderChunk
[
"
aomap_fragment
"
],
...
...
utils/build/includes/common.json
浏览文件 @
fb8ec33d
...
...
@@ -176,6 +176,7 @@
"src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl"
,
"src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl"
,
"src/renderers/shaders/ShaderChunk/skinning_vertex.glsl"
,
...
...
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