2
0
Mr.doob 8 жил өмнө
parent
commit
c488dc0dd5

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl

@@ -61,6 +61,7 @@ vec3 directLightColor_Diffuse;
 
 #endif
 
+/*
 #if NUM_RECT_AREA_LIGHTS > 0
 
 	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
@@ -70,6 +71,7 @@ vec3 directLightColor_Diffuse;
 	}
 
 #endif
+*/
 
 #if NUM_DIR_LIGHTS > 0
 

+ 4 - 0
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl

@@ -21,9 +21,13 @@
 
 	#endif
 
+	/*
 	#if NUM_RECT_AREA_LIGHTS > 0
+
 		// TODO (abelnation): create uniforms for area light shadows
+
 	#endif
+	*/
 
 	float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
 

+ 2 - 0
src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl

@@ -21,10 +21,12 @@
 
 	#endif
 
+	/*
 	#if NUM_RECT_AREA_LIGHTS > 0
 
 		// TODO (abelnation): uniforms for area light shadows
 
 	#endif
+	*/
 
 #endif

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

@@ -30,10 +30,12 @@
 
 	#endif
 
+	/*
 	#if NUM_RECT_AREA_LIGHTS > 0
 
-	// TODO (abelnation): update vAreaShadowCoord with area light info
+		// TODO (abelnation): update vAreaShadowCoord with area light info
 
 	#endif
+	*/
 
 #endif

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

@@ -43,11 +43,13 @@ float getShadowMask() {
 
 	#endif
 
+	/*
 	#if NUM_RECT_AREA_LIGHTS > 0
 
-	// TODO (abelnation): update shadow for Area light
+		// TODO (abelnation): update shadow for Area light
 
 	#endif
+	*/
 
 	#endif