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Resolved additional merge conflicts

Ben Adams 10 years ago
parent
commit
c80c81eead

+ 4 - 4
src/renderers/shaders/ShaderChunk/common.glsl

@@ -75,10 +75,10 @@ vec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal,
 
 	vec3 halfDir = normalize( lightDir + viewDir );
 
-	//float dotNL = saturate( dot( normal, lightDir ) );
-	//float dotNV = saturate( dot( normal, viewDir ) );
-	float dotNH = saturate( dot( normal, halfDir ) );
-	float dotLH = saturate( dot( lightDir, halfDir ) );
+	//float dotNL = clamp( dot( normal, lightDir ), 0.0, 1.0 );
+	//float dotNV = clamp( dot( normal, viewDir ), 0.0, 1.0 );
+	float dotNH = clamp( dot( normal, halfDir ), 0.0, 1.0 );
+	float dotLH = clamp( dot( lightDir, halfDir ), 0.0, 1.0 );
 
 	vec3 F = F_Schlick( specularColor, dotLH );
 

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

@@ -78,7 +78,7 @@ vec3 totalSpecularLight = vec3( 0.0 );
 
 		if ( spotEffect > spotLightAngleCos[ i ] ) {
 
-			spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );
+			spotEffect = clamp( pow( clamp( spotEffect, 0.0, 1.0 ), spotLightExponent[ i ] ), 0.0, 1.0 );
 
 			// attenuation
 

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

@@ -61,7 +61,7 @@ vec3 calcCosineTerm( in vec3 normal, in vec3 lightDir ) {
 
 	float dotProduct = dot( normal, lightDir );
 
-	vec3 cosineTerm = vec3( saturate( dotProduct ) );
+	vec3 cosineTerm = vec3( clamp( dotProduct, 0.0, 1.0 ) );
 
 	#ifdef WRAP_AROUND
 

+ 1 - 1
src/renderers/shaders/ShaderLib.js

@@ -737,7 +737,7 @@ THREE.ShaderLib = {
 				// "	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
 				"vec3 direction = normalize( vWorldPosition );",
 				"vec2 sampleUV;",
-				"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
+				"sampleUV.y = clamp( tFlip * direction.y * -0.5 + 0.5, 0.0, 1.0 );",
 				"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
 				"gl_FragColor = texture2D( tEquirect, sampleUV );",