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@@ -181,7 +181,7 @@
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if ( abs(dist) < EPS ) {
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- normal = getNormal(pos);
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+ normal = getNormal( pos );
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float diffuse = clamp( dot( lightDir, normal ), 0.1, 1.0 );
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float specular = pow( clamp( dot( reflect( lightDir, normal ), ray ), 0.0, 1.0 ), 10.0 );
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float shadow = getShadow( pos + normal * OFFSET, lightDir );
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@@ -290,7 +290,7 @@
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// Scene
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera( 60, canvas.width / canvas.height, 1, 2000 );
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- camera.lookAt( new THREE.Vector3( 0.0, -0.3, 1.0 ) );
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+ camera.lookAt( new THREE.Vector3( 0.0, - 0.3, 1.0 ) );
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geometry = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
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material = new THREE.RawShaderMaterial( {
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@@ -353,10 +353,11 @@
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if ( camera.position.y < 0 ) camera.position.y = 0;
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- material.uniforms.resolution.value = new THREE.Vector2( canvas.width, canvas.height );
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+ material.uniforms.resolution.value.set( canvas.width, canvas.height );
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+
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material.uniforms.cameraWorldMatrix.value = camera.matrixWorld;
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- material.uniforms.cameraProjectionMatrixInverse.value = new THREE.Matrix4().getInverse( camera.projectionMatrix );
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+ material.uniforms.cameraProjectionMatrixInverse.value.getInverse( camera.projectionMatrix );
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renderer.render( scene, camera );
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