|
@@ -364,7 +364,7 @@ THREE.ShaderLib = {
|
|
|
|
|
|
" vec4 diffuseColor = vec4( diffuse, opacity );",
|
|
|
" ReflectedLight directReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
|
|
|
- " ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), ambientLightColor );",
|
|
|
+ " ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
|
|
|
" vec3 totalEmissiveLight = emissive;",
|
|
|
|
|
|
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
|
|
@@ -538,7 +538,7 @@ THREE.ShaderLib = {
|
|
|
|
|
|
" vec4 diffuseColor = vec4( diffuse, opacity );",
|
|
|
" ReflectedLight directReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
|
|
|
- " ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), ambientLightColor );",
|
|
|
+ " ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );",
|
|
|
" vec3 totalEmissiveLight = emissive;",
|
|
|
|
|
|
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
|