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ensure lambert shading still works.

Ben Houston 9 年之前
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23a93d42e9
共有 1 個文件被更改,包括 3 次插入3 次删除
  1. 3 3
      src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl

+ 3 - 3
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl

@@ -24,7 +24,7 @@ vec3 directLightColor_Diffuse;
 
 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
 
-		directLight = getPointDirectLight( pointLights[ i ], geometry );
+		directLight = getPointDirectLightIrradiance( pointLights[ i ], geometry );
 
 		dotNL = dot( geometry.normal, directLight.direction );
 		directLightColor_Diffuse = PI * directLight.color;
@@ -45,7 +45,7 @@ vec3 directLightColor_Diffuse;
 
 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
 
-		directLight = getSpotDirectLight( spotLights[ i ], geometry );
+		directLight = getSpotDirectLightIrradiance( spotLights[ i ], geometry );
 
 		dotNL = dot( geometry.normal, directLight.direction );
 		directLightColor_Diffuse = PI * directLight.color;
@@ -65,7 +65,7 @@ vec3 directLightColor_Diffuse;
 
 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
 
-		directLight = getDirectionalDirectLight( directionalLights[ i ], geometry );
+		directLight = getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry );
 
 		dotNL = dot( geometry.normal, directLight.direction );
 		directLightColor_Diffuse = PI * directLight.color;