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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 il y a 13 ans
Parent
commit
5cb7155208
4 fichiers modifiés avec 6 ajouts et 6 suppressions
  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
 

Fichier diff supprimé car celui-ci est trop grand
+ 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
 

Certains fichiers n'ont pas été affichés car il y a eu trop de fichiers modifiés dans ce diff