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fix issues #5 and #6 from @WestLangley's comment here: https://github.com/mrdoob/three.js/pull/5809#issuecomment-68329651

Ben Houston 10 년 전
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c5f777f493

+ 0 - 1
examples/js/shaders/NormalDisplacementShader.js

@@ -54,7 +54,6 @@ THREE.NormalDisplacementShader = {
 
 	fragmentShader: [
 
-		"uniform vec3 ambient;",
 		"uniform vec3 diffuse;",
 		"uniform vec3 specular;",
 		"uniform float shininess;",

+ 0 - 1
examples/webgl_materials_normaldisplacementmap.html

@@ -188,7 +188,6 @@
 				var material2 = new THREE.MeshPhongMaterial( {
 					color: diffuse,
 					specular: specular,
-					ambient: ambient,
 					shininess: shininess,
 					normalMap: uniforms[ "tNormal" ].value,
 					normalScale: uniforms[ "uNormalScale" ].value,

+ 1 - 2
examples/webgl_shading_physical.html

@@ -166,7 +166,6 @@
 
 				var groundMaterial = new THREE.MeshPhongMaterial( {
 					shininess: 80,
-					ambient: 0x444444,
 					color: 0xffffff,
 					specular: 0xffffff,
 					map: textureSquares
@@ -265,7 +264,7 @@
 
 				loader.load( "models/animated/sittingBox.js", function( geometry ) {
 
-					var morphMaterial = new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
+					var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
 					morphMaterial.shading = THREE.FlatShading;
 
 					geometry.computeMorphNormals();

+ 1 - 1
examples/webgl_shadowmap.html

@@ -270,7 +270,7 @@
 				textGeo.computeBoundingBox();
 				var centerOffset = -0.5 * ( textGeo.boundingBox.max.x - textGeo.boundingBox.min.x );
 
-				var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff, ambient: 0xaa0000 } );
+				var textMaterial = new THREE.MeshPhongMaterial( { color: 0xff0000, specular: 0xffffff } );
 
 				var mesh = new THREE.Mesh( textGeo, textMaterial );
 				mesh.position.x = centerOffset;