Browse Source

More glsl clean up.

Mr.doob 9 years ago
parent
commit
c4393ec19b

+ 1 - 3
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl

@@ -27,19 +27,17 @@ void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, cons
 	vec3 irradiance = dotNL * PI * directLight.color; // punctual light
 
 	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
-
 	reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
 
 }
 
-#define Material_RE_DirectLight    BlinnPhongMaterial_RE_DirectLight
-
 void BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
 
 	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
 
 }
 
+#define Material_RE_DirectLight    BlinnPhongMaterial_RE_DirectLight
 #define Material_RE_IndirectDiffuseLight    BlinnPhongMaterial_RE_IndirectDiffuseLight
 
 #define Material_LightProbeLOD( material )   (0)

+ 6 - 11
src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl

@@ -13,13 +13,9 @@ void PhysicalMaterial_RE_DirectLight( const in IncidentLight directLight, const
 	vec3 irradiance = dotNL * PI * directLight.color; // punctual light
 
 	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
-
 	reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
-	
-}
-
-#define Material_RE_DirectLight    PhysicalMaterial_RE_DirectLight
 
+}
 
 void PhysicalMaterial_RE_DiffuseIndirectLight( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
 
@@ -27,15 +23,14 @@ void PhysicalMaterial_RE_DiffuseIndirectLight( const in vec3 irradiance, const i
 
 }
 
-#define Material_RE_IndirectDiffuseLight    PhysicalMaterial_RE_DiffuseIndirectLight
-
-
 void PhysicalMaterial_RE_SpecularIndirectLight( const in vec3 radiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
 
-    reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
+	reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
 
 }
 
-#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )
-
+#define Material_RE_DirectLight    PhysicalMaterial_RE_DirectLight
+#define Material_RE_IndirectDiffuseLight    PhysicalMaterial_RE_DiffuseIndirectLight
 #define Material_RE_IndirectSpecularLight    PhysicalMaterial_RE_SpecularIndirectLight
+
+#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl

@@ -253,7 +253,7 @@ vec3 shadowMask = vec3( 1.0 );
 
 #endif
 
-#if defined( POINT_LIGHT_SHADOWS )
+#ifdef POINT_LIGHT_SHADOWS
 
 		}