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