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@@ -814,9 +814,7 @@ THREE.ShaderLib = {
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" float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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" float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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- // 2.0 => 2.0001 is hack to work around ANGLE bug
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-
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- " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
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" pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
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@@ -872,9 +870,7 @@ THREE.ShaderLib = {
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" float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
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" float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
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- // 2.0 => 2.0001 is hack to work around ANGLE bug
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-
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- " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
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" spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
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@@ -920,9 +916,7 @@ THREE.ShaderLib = {
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" float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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" float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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- // 2.0 => 2.0001 is hack to work around ANGLE bug
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-
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- " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
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" dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
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@@ -969,9 +963,7 @@ THREE.ShaderLib = {
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" float dotProductGround = dot( normal, lVectorGround );",
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- // 2.0 => 2.0001 is hack to work around ANGLE bug
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-
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- " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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+ " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
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" vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
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