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@@ -14013,7 +14013,7 @@ THREE.ShaderChunk = {
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"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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- "uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
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+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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@@ -14221,7 +14221,7 @@ THREE.ShaderChunk = {
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"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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- "vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
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+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
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"vec3 lVector = normalize( lDirection.xyz );",
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"float dotProduct = dot( transformedNormal, lVector );",
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@@ -14349,7 +14349,7 @@ THREE.ShaderChunk = {
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"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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- "uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
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+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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@@ -14656,7 +14656,7 @@ THREE.ShaderChunk = {
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"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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- "vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
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+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
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"vec3 lVector = normalize( lDirection.xyz );",
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// diffuse
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@@ -15390,7 +15390,7 @@ THREE.UniformsLib = {
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"directionalLightDirection" : { type: "fv", value: [] },
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"directionalLightColor" : { type: "fv", value: [] },
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- "hemisphereLightPosition" : { type: "fv", value: [] },
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+ "hemisphereLightDirection" : { type: "fv", value: [] },
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"hemisphereLightSkyColor" : { type: "fv", value: [] },
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"hemisphereLightGroundColor" : { type: "fv", value: [] },
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@@ -21333,7 +21333,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
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uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
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- uniforms.hemisphereLightPosition.value = lights.hemi.positions;
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+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
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};
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@@ -25122,7 +25122,7 @@ THREE.ShaderUtils = {
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"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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- "uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",
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+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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@@ -25407,7 +25407,7 @@ THREE.ShaderUtils = {
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"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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- "vec4 lDirection = viewMatrix * vec4( hemisphereLightPosition[ i ], 0.0 );",
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+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
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"vec3 lVector = normalize( lDirection.xyz );",
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// diffuse
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