|
@@ -226,7 +226,7 @@ THREE.ShaderDeferred = {
|
|
uniforms: {
|
|
uniforms: {
|
|
|
|
|
|
samplerLight: { type: "t", value: null },
|
|
samplerLight: { type: "t", value: null },
|
|
- multiply: { type: "f", value: 1 }
|
|
|
|
|
|
+ brightness: { type: "f", value: 1 }
|
|
|
|
|
|
},
|
|
},
|
|
|
|
|
|
@@ -234,12 +234,12 @@ THREE.ShaderDeferred = {
|
|
|
|
|
|
"varying vec2 texCoord;",
|
|
"varying vec2 texCoord;",
|
|
"uniform sampler2D samplerLight;",
|
|
"uniform sampler2D samplerLight;",
|
|
- "uniform float multiply;",
|
|
|
|
|
|
+ "uniform float brightness;",
|
|
|
|
|
|
"void main() {",
|
|
"void main() {",
|
|
|
|
|
|
"vec3 color = texture2D( samplerLight, texCoord ).xyz;",
|
|
"vec3 color = texture2D( samplerLight, texCoord ).xyz;",
|
|
- "gl_FragColor = vec4( multiply * sqrt( color ), 1.0 );",
|
|
|
|
|
|
+ "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
|
|
|
|
|
|
"}"
|
|
"}"
|
|
|
|
|