Browse Source

Shaders clean up.

Mr.doob 9 years ago
parent
commit
5868e67061

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

@@ -1,7 +1,7 @@
 BlinnPhongMaterial material;
+material.diffuseColor = diffuseColor.rgb;
 material.specularColor = specular;
 material.specularShininess = shininess;
-material.diffuseColor = diffuseColor.rgb;
 
 #ifdef METAL
 

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

@@ -15,8 +15,8 @@ varying vec3 vViewPosition;
 
 struct BlinnPhongMaterial {
 	vec3	diffuseColor;
-	float	specularShininess;
 	vec3	specularColor;
+	float	specularShininess;
 };
 
 void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight directReflectedLight ) {

+ 1 - 1
src/renderers/shaders/ShaderLib.js

@@ -374,7 +374,7 @@ THREE.ShaderLib = {
 			"	ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
 			"	vec3 totalEmissiveLight = emissive;",
 			"	vec3 shadowMask = vec3( 1.0 );",
-			
+
 				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
 				THREE.ShaderChunk[ "map_fragment" ],
 				THREE.ShaderChunk[ "color_fragment" ],