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Removed shininess and specular intensity defines from deferred examples.

Not needed now that these are in G-Buffers.
alteredq 12 年之前
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a938f0feb4

+ 0 - 5
examples/js/ShaderDeferred.js

@@ -477,9 +477,6 @@ THREE.ShaderDeferred = {
 
 				// specular
 
-				//"const float shininess = SHININESS;",
-				//"const float specularIntensity = SPECULAR_INTENSITY;",
-
 				"vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
 				"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
 
@@ -489,8 +486,6 @@ THREE.ShaderDeferred = {
 
 				// physically based specular
 
-				//"vec3 specularColor = specularIntensity * vec3( 1.0 );",
-
 				"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
 
 				"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",

+ 1 - 1
examples/webgl_lights_deferred_morphs.html

@@ -264,7 +264,7 @@
 						uniforms:       THREE.UniformsUtils.clone( lightShader.uniforms ),
 						vertexShader:   lightShader.vertexShader,
 						fragmentShader: lightShader.fragmentShader,
-						defines:		{ "ADDITIVE_SPECULAR": true, "SPECULAR_INTENSITY" : 0.125, "SHININESS": 75.01 },
+						defines:		{ "ADDITIVE_SPECULAR": true },
 
 						blending:		THREE.AdditiveBlending,
 						depthWrite:		false,

+ 1 - 1
examples/webgl_lights_deferred_pointlights.html

@@ -263,7 +263,7 @@
 						uniforms:       THREE.UniformsUtils.clone( lightShader.uniforms ),
 						vertexShader:   lightShader.vertexShader,
 						fragmentShader: lightShader.fragmentShader,
-						defines:		{ "ADDITIVE_SPECULAR": false, "SPECULAR_INTENSITY" : 0.048, "SHININESS": 75.01 },
+						defines:		{ "ADDITIVE_SPECULAR": false },
 
 						blending:		THREE.AdditiveBlending,
 						depthWrite:		false,