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@@ -168,8 +168,8 @@ THREE.WebGLRenderer = function ( parameters ) {
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ambient: [ 0, 0, 0 ],
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directional: { length: 0, colors:[], positions: [] },
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- point: { length: 0, colors: [], positions: [], distances: [] },
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- spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
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+ point: { length: 0, colors: [], positions: [], distances: [], decayExponents: [] },
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+ spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decayExponents: [] },
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hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
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};
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@@ -4710,6 +4710,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.pointLightColor.value = lights.point.colors;
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uniforms.pointLightPosition.value = lights.point.positions;
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uniforms.pointLightDistance.value = lights.point.distances;
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+ uniforms.pointLightDecayExponent.value = lights.point.decayExponents;
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uniforms.spotLightColor.value = lights.spot.colors;
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uniforms.spotLightPosition.value = lights.spot.positions;
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@@ -4717,6 +4718,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.spotLightDirection.value = lights.spot.directions;
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uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
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uniforms.spotLightExponent.value = lights.spot.exponents;
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+ uniforms.spotLightDecayExponent.value = lights.spot.decayExponents;
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uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
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uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
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@@ -4736,6 +4738,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.pointLightColor.needsUpdate = boolean;
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uniforms.pointLightPosition.needsUpdate = boolean;
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uniforms.pointLightDistance.needsUpdate = boolean;
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+ uniforms.pointLightDecayExponent.needsUpdate = boolean;
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uniforms.spotLightColor.needsUpdate = boolean;
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uniforms.spotLightPosition.needsUpdate = boolean;
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@@ -4743,6 +4746,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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uniforms.spotLightDirection.needsUpdate = boolean;
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uniforms.spotLightAngleCos.needsUpdate = boolean;
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uniforms.spotLightExponent.needsUpdate = boolean;
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+ uniforms.spotLightDecayExponent.needsUpdate = boolean;
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uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
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uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
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@@ -5190,6 +5194,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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pointColors = zlights.point.colors,
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pointPositions = zlights.point.positions,
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pointDistances = zlights.point.distances,
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+ pointDecayExponents = zlights.point.decayExponents,
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spotColors = zlights.spot.colors,
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spotPositions = zlights.spot.positions,
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@@ -5197,6 +5202,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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spotDirections = zlights.spot.directions,
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spotAnglesCos = zlights.spot.anglesCos,
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spotExponents = zlights.spot.exponents,
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+ spotDecayExponents = zlights.spot.decayExponents,
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hemiSkyColors = zlights.hemi.skyColors,
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hemiGroundColors = zlights.hemi.groundColors,
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@@ -5299,6 +5305,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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pointPositions[ pointOffset + 2 ] = _vector3.z;
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pointDistances[ pointLength ] = distance;
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+ pointDecayExponents[ pointLength ] = light.decayExponent;
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pointLength += 1;
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@@ -5338,6 +5345,7 @@ THREE.WebGLRenderer = function ( parameters ) {
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spotAnglesCos[ spotLength ] = Math.cos( light.angle );
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spotExponents[ spotLength ] = light.exponent;
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+ spotDecayExponents[ pointLength ] = light.decayExponent;
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spotLength += 1;
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