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Miscellaneous cleanup

WestLangley 10 anni fa
parent
commit
197fc4cb34

+ 2 - 2
examples/js/ShaderDeferred.js

@@ -241,7 +241,7 @@ THREE.ShaderDeferred = {
 
 					"} else {",
 
-						"outgoingLight = mix( outgoingLight.xyz, diffuseColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
+						"outgoingLight = mix( outgoingLight, diffuseColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
 
 					"}",
 
@@ -270,7 +270,7 @@ THREE.ShaderDeferred = {
 
 				// diffuse color
 
-				"gl_FragColor.x = vec3_to_float( compressionScale * outgoingLight.xyz );",
+				"gl_FragColor.x = vec3_to_float( compressionScale * outgoingLight );",
 
 				// specular color
 

+ 2 - 2
examples/js/shaders/NormalDisplacementShader.js

@@ -387,7 +387,7 @@ THREE.NormalDisplacementShader = {
 
 		"	#ifdef METAL",
 
-		"		outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse + totalSpecularLight );",
+		"		outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
 
 		"	#else",
 
@@ -417,7 +417,7 @@ THREE.NormalDisplacementShader = {
 
 		"		#endif",
 
-		"		outgoingLight = mix( outgoingLight.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
+		"		outgoingLight = mix( outgoingLight, cubeColor.xyz, specularTex.r * reflectivity );",
 
 		"	}",
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl

@@ -234,7 +234,7 @@ vec3 totalSpecularLight = vec3( 0.0 );
 
 #ifdef METAL
 
-	outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor * diffuse ) * specular + totalSpecularLight + emissive;
+	outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;
 
 #else