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Updated builds.

Mr.doob 9 years ago
parent
commit
b4b054a549
2 changed files with 2 additions and 3 deletions
  1. 2 2
      build/three.js
  2. 0 1
      build/three.min.js

+ 2 - 2
build/three.js

@@ -23370,7 +23370,7 @@ THREE.ShaderChunk[ 'ambient_pars' ] = "uniform vec3 ambientLightColor;\nvec3 get
 
 
 // File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
 // File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl
 
 
-THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n	reflectedLight.indirectDiffuse *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n#endif\n";
+THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n	float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n	reflectedLight.indirectDiffuse *= ambientOcclusion;\n	#if defined( USE_ENVMAP ) && defined( STANDARD )\n		float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n	#endif\n#endif\n";
 
 
 // File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
 // File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl
 
 
@@ -23494,7 +23494,7 @@ THREE.ShaderChunk[ 'lights_standard_fragment' ] = "StandardMaterial material;\nm
 
 
 // File:src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
 // File:src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl
 
 
-THREE.ShaderChunk[ 'lights_standard_pars_fragment' ] = "struct StandardMaterial {\n	vec3	diffuseColor;\n	float	specularRoughness;\n	vec3	specularColor;\n};\nvoid RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n	vec3 irradiance = dotNL * PI * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct				RE_Direct_Standard\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Standard\n#define RE_IndirectSpecular		RE_IndirectSpecular_Standard\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\n";
+THREE.ShaderChunk[ 'lights_standard_pars_fragment' ] = "struct StandardMaterial {\n	vec3	diffuseColor;\n	float	specularRoughness;\n	vec3	specularColor;\n};\nvoid RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n	vec3 irradiance = dotNL * PI * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct				RE_Direct_Standard\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Standard\n#define RE_IndirectSpecular		RE_IndirectSpecular_Standard\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n	return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";
 
 
 // File:src/renderers/shaders/ShaderChunk/lights_template.glsl
 // File:src/renderers/shaders/ShaderChunk/lights_template.glsl
 
 

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build/three.min.js


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