WestLangley
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3f679f7878
MeshStandardMaterial: Fix envMapIntensity
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9 years ago |
Mr.doob
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0de14543d9
Renamed MeshPhysicalMaterial back to MeshStandardMaterial.
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9 years ago |
Ben Houston
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d489707f4b
dielectric Fresnel F0 (specularity) controlled via monochromatic reflectivity in both envMap and in direct lighting.
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9 years ago |
Ben Houston
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8ad3ee3027
undo pulling reflectivity out.
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9 years ago |
Ben Houston
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6d356c1d69
fix bug in Physical with reflectivity not always defined.
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9 years ago |
Mr.doob
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91d6c8d1ab
Renamed MeshStandardMaterial to MeshPhysicalMaterial. See #7381.
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9 years ago |
WestLangley
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e5443a185b
Inital PR for MeshStandardMaterial
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9 years ago |
Mr.doob
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1e716c56b1
WebGLRenderer: useRefract to defines.
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10 years ago |
Mr.doob
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f87863078b
WebGLRenderer: Moved material.combine to define based. See #5741.
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10 years ago |
Michael Bond
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484f364eb8
Adding different environment mapping types including equirectangular mapping and sphere mapping
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10 years ago |
Jan Wrobel
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d1b37e0c35
Calculate envmap reflection vector for the phong material per fragment
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11 years ago |
OpenShift guest
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8fcb3c0616
add glsl changes
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11 years ago |