提交 ff6d8f94 编写于 作者: M Mr.doob

ShaderChunk: Moved shadowMask creation to shadowmap_fragment.

上级 8f1d8f62
#ifdef USE_SHADOWMAP
vec3 shadowMask = vec3( 1.0 );
for ( int i = 0; i < NUM_SHADOWS; i ++ ) {
float texelSizeY = 1.0 / shadowMapSize[ i ].y;
......
......@@ -89,7 +89,6 @@ THREE.ShaderLib = {
"void main() {",
" vec4 diffuseColor = vec4( diffuse, opacity );",
" vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
......@@ -217,7 +216,6 @@ THREE.ShaderLib = {
" vec3 outgoingLight = vec3( 0.0 );",
" vec4 diffuseColor = vec4( diffuse, opacity );",
" vec3 totalAmbientLight = PI * ambientLightColor;",
" vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
......@@ -372,7 +370,6 @@ THREE.ShaderLib = {
" vec4 diffuseColor = vec4( diffuse, opacity );",
" ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
" vec3 totalEmissiveLight = emissive;",
" vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
......@@ -566,7 +563,6 @@ THREE.ShaderLib = {
// modulation
THREE.ShaderChunk[ "aomap_fragment" ],
"vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "shadowmap_fragment" ],
"reflectedLight.directDiffuse *= shadowMask;",
......@@ -643,7 +639,6 @@ THREE.ShaderLib = {
" vec3 outgoingLight = vec3( 0.0 );",
" vec4 diffuseColor = vec4( psColor, opacity );",
" vec3 shadowMask = vec3( 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_particle_fragment" ],
......
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