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remove glsl square and bracket whiteCompliment

Ben Adams 10 年之前
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69a8d3b3a2

+ 1 - 2
src/renderers/shaders/ShaderChunk/common.glsl

@@ -4,9 +4,8 @@
 #define LOG2 1.442695
 #define EPSILON 1e-6
 
-#define square(a) a * a
 #define saturate(a) clamp( a, 0.0, 1.0 )
-#define whiteCompliment(a) 1.0 - saturate( a )
+#define whiteCompliment(a) ( 1.0 - saturate( a ) )
 
 vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
 

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

@@ -12,7 +12,7 @@
 
 	#ifdef FOG_EXP2
 
-		float fogFactor = whiteCompliment( exp2( - square( fogDensity ) * square( depth ) * LOG2 ) );
+		float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );
 
 	#else
 

+ 2 - 1
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl

@@ -59,7 +59,8 @@ varying vec3 vViewPosition;
 
 vec3 calcCosineTerm( in vec3 normal, in vec3 lightDir ) {
 
-	vec3 cosineTerm = vec3( saturate( dot( normal, lightDir ) ) );
+	float dotProduct = dot( normal, lightDir );
+	vec3 cosineTerm = vec3( saturate( dotProduct ) );
 
 	#ifdef WRAP_AROUND