|
@@ -2577,8 +2577,6 @@ THREE.WebGLRenderer = function ( parameters ) {
|
|
|
|
|
|
if ( light instanceof THREE.AmbientLight ) {
|
|
|
|
|
|
- if ( ! light.visible ) continue;
|
|
|
-
|
|
|
r += color.r;
|
|
|
g += color.g;
|
|
|
b += color.b;
|
|
@@ -2595,11 +2593,6 @@ THREE.WebGLRenderer = function ( parameters ) {
|
|
|
var lightUniforms = light.__webglUniforms;
|
|
|
_lights.directional[ writeIndexDirectional ++ ] = lightUniforms;
|
|
|
|
|
|
- if ( ! light.visible ) {
|
|
|
- lightUniforms.color.setRGB( 0, 0, 0 );
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
lightUniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
|
|
_vector3.setFromMatrixPosition( light.target.matrixWorld );
|
|
|
lightUniforms.direction.sub( _vector3 );
|
|
@@ -2621,11 +2614,6 @@ THREE.WebGLRenderer = function ( parameters ) {
|
|
|
var lightUniforms = light.__webglUniforms;
|
|
|
_lights.point[ writeIndexPoint ++ ] = lightUniforms;
|
|
|
|
|
|
- if ( ! light.visible ) {
|
|
|
- lightUniforms.color.setRGB( 0, 0, 0 );
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
lightUniforms.position.setFromMatrixPosition( light.matrixWorld );
|
|
|
lightUniforms.position.applyMatrix4( viewMatrix );
|
|
|
|
|
@@ -2649,11 +2637,6 @@ THREE.WebGLRenderer = function ( parameters ) {
|
|
|
var lightUniforms = light.__webglUniforms;
|
|
|
_lights.spot[ writeIndexSpot ++ ] = lightUniforms;
|
|
|
|
|
|
- if ( ! light.visible ) {
|
|
|
- lightUniforms.color.setRGB( 0, 0, 0 );
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
lightUniforms.position.setFromMatrixPosition( light.matrixWorld );
|
|
|
lightUniforms.position.applyMatrix4( viewMatrix );
|
|
|
|
|
@@ -2682,11 +2665,6 @@ THREE.WebGLRenderer = function ( parameters ) {
|
|
|
var lightUniforms = light.__webglUniforms;
|
|
|
_lights.hemi[ writeIndexHemi ++ ] = lightUniforms;
|
|
|
|
|
|
- if ( ! light.visible ) {
|
|
|
- lightUniforms.skyColor.setRGB( 0, 0, 0 );
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
lightUniforms.direction.setFromMatrixPosition( light.matrixWorld );
|
|
|
lightUniforms.direction.transformDirection( viewMatrix );
|
|
|
lightUniforms.direction.normalize();
|