sunag
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6af67e24b9
fix merger conflict https://github.com/mrdoob/three.js/pull/17176
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6 éve |
Mr.doob
|
4df6d7c075
ShaderChunk: More clearcoat refactor.
|
6 éve |
Mr.doob
|
e3dc2265df
ShaderChunk: Refactored clearcoat code.
|
6 éve |
Mr.doob
|
5f047fedfc
Fixed bad revert.
|
6 éve |
sunag
|
d9b4126df6
Merge branch 'dev' into dev-energy-preservation
|
6 éve |
sunag
|
070101a9b3
remove non-ENERGY_PRESERVATION code
|
6 éve |
Mr.doob
|
1bb818e835
Merge pull request #17079 from arobertson0/dev
|
6 éve |
sunag
|
7a6666b8f4
energy-preservation flag
|
6 éve |
arobertson0
|
c773fefee7
minor formatting
|
6 éve |
arobertson0
|
e620cf3db4
linted glsls using mrdood guidelines
|
6 éve |
arobertson0
|
bee7f0e854
Merged node-clearcoat-normals into dev
|
6 éve |
arobertson0
|
b39e2c96e9
Refactoring of cc normal code
|
6 éve |
arobertson0
|
03e61e34b2
Fixed irradiance bug
|
6 éve |
arobertson0
|
1778a779ff
Working on CC normal impl
|
6 éve |
arobertson0
|
ae375034f7
Logical separation of clearcoat normal from geometry normal
|
6 éve |
Mr.doob
|
1128d601c1
Revert "Diffuse color has already been calculated relative to the specular, so use that directly to fix dark fresnel for indirect specular lighting."
|
6 éve |
Jordan Santell
|
d657787014
Diffuse color has already been calculated relative to the specular, so use that directly to fix dark fresnel for indirect specular lighting.
|
6 éve |
Jordan Santell
|
4e8486fb11
Restore energy loss in indirect specular lighting by approximating
|
6 éve |
Damien Seguin
|
2a0cd7e5b8
Add template string syntax comment
|
6 éve |
WestLangley
|
3ae862b2ed
Merge branch 'dev' into dev-rect_light_orientation
|
6 éve |
Mr.doob
|
9c72101d1f
Converted .glsl files to .glsl.js
|
6 éve |