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Function name changes as per @bhouston

WestLangley 9 лет назад
Родитель
Сommit
5b11ce915b

+ 2 - 2
src/renderers/shaders/ShaderChunk/lights_pars.glsl

@@ -124,7 +124,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 #if defined( USE_ENVMAP ) && defined( PHYSICAL )
 
-	vec3 getLightProbeIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
+	vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
 
 		#ifdef DOUBLE_SIDED
 
@@ -181,7 +181,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 	}
 
-	vec3 getLightProbeRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {
+	vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {
 
 		#ifdef ENVMAP_MODE_REFLECTION
 

+ 2 - 2
src/renderers/shaders/ShaderChunk/lights_template.glsl

@@ -76,7 +76,7 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
 #if defined( USE_ENVMAP ) && defined( PHYSICAL )
 
 		// TODO, replace 8 with the real maxMIPLevel
-		indirectDiffuseIrradiance += getLightProbeIrradiance( /*lightProbe,*/ geometry, 8 );
+		indirectDiffuseIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 );
 
 #endif
 
@@ -91,7 +91,7 @@ GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal
 	{
 
 		// TODO, replace 8 with the real maxMIPLevel
-		vec3 indirectSpecularRadiance = getLightProbeRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
+		vec3 indirectSpecularRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
 
 		Material_RE_IndirectSpecularLight( indirectSpecularRadiance, geometry, material, reflectedLight );