Explorar o código

remove diffuse light probe for now.

Ben Houston %!s(int64=9) %!d(string=hai) anos
pai
achega
6e3c2e88eb
Modificáronse 1 ficheiros con 0 adicións e 38 borrados
  1. 0 38
      src/renderers/shaders/ShaderChunk/lights_pars.glsl

+ 0 - 38
src/renderers/shaders/ShaderChunk/lights_pars.glsl

@@ -107,44 +107,6 @@ uniform vec3 ambientLightColor;
 
 
 #if defined( USE_ENVMAP ) && defined( PHYSICAL )
 #if defined( USE_ENVMAP ) && defined( PHYSICAL )
 
 
-
-	vec3 getDiffuseLightProbeIndirectLightColor( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float maxLodLevel ) { 
-
-		#ifdef DOUBLE_SIDED
-
-			float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );
-
-		#else
-
-			float flipNormal = 1.0;
-
-		#endif
-
-		vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
-
-		#ifdef ENVMAP_TYPE_CUBE
-
-			#if defined( TEXTURE_CUBE_LOD_EXT )				
-
-				vec4 envMapColor = textureCubeLodEXT( envMap, flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz ), maxLodLevel );
-
-			#else
-
-				vec4 envMapColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz ), maxLodLevel );
-
-			#endif
-		#else
-
-			vec4 envMapColor = vec3( 0.0 );
-
-		#endif
-
-		envMapColor.rgb = inputToLinear( envMapColor.rgb );
-
-		return envMapColor.rgb;
-
-	}
-
 	// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
 	// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
 	float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
 	float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {