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Added clamping to spotLight term in shaders.

This is necessary for OpenGL where pow(0,0) is undefined and can be negative (in DirectX you just get zero), leading to negative light creating black areas artefacts.

Fixes #1805 and #2615 (related already fixed #998).
alteredq hace 13 años
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commit
5cb7155208
Se han modificado 4 ficheros con 6 adiciones y 6 borrados
  1. 3 3
      build/three.js
  2. 0 0
      build/three.min.js
  3. 1 1
      src/extras/ShaderUtils.js
  4. 2 2
      src/renderers/WebGLShaders.js

+ 3 - 3
build/three.js

@@ -14281,7 +14281,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					"float lDistance = 1.0;",
 					"if ( spotLightDistance[ i ] > 0.0 )",
@@ -14640,7 +14640,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					// diffuse
 
@@ -25447,7 +25447,7 @@ THREE.ShaderUtils = {
 
 							"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-								"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 								// diffuse
 

La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 0 - 0
build/three.min.js


+ 1 - 1
src/extras/ShaderUtils.js

@@ -365,7 +365,7 @@ THREE.ShaderUtils = {
 
 							"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-								"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 								// diffuse
 

+ 2 - 2
src/renderers/WebGLShaders.js

@@ -610,7 +610,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					"float lDistance = 1.0;",
 					"if ( spotLightDistance[ i ] > 0.0 )",
@@ -969,7 +969,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					// diffuse
 

Algunos archivos no se mostraron porque demasiados archivos cambiaron en este cambio