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WebGLDeferredRenderer: back to simpler light terms combine.

alteredq 12 years ago
parent
commit
851f7038d3
1 changed files with 1 additions and 10 deletions
  1. 1 10
      examples/js/ShaderDeferred.js

+ 1 - 10
examples/js/ShaderDeferred.js

@@ -40,16 +40,7 @@ THREE.DeferredShaderChunk = {
 	combine: [
 
 		"vec3 light = lightIntensity * lightColor;",
-
-		"if ( additiveSpecular < 0.0 ) {",
-
-			"gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );",
-
-		"} else {",
-
-			"gl_FragColor = vec4( light * albedo * ( diffuse + specular ), attenuation );",
-
-		"}"
+		"gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );",
 
 	].join("\n")