Commit History

Author SHA1 Message Date
  Mr.doob a445165f30 Implemented @alteredq's PointLight Shadow version using 4 taps instead of 21. See #7153. 9 years ago
  Mr.doob f958742eb9 Clean up. 9 years ago
  Mr.doob 363648ed47 ShadowMaps: Reverted to use structs when possible. 9 years ago
  Mr.doob f40fa456c3 Refactored shadowmap code again. Android/Adreno doesn't fails to support bool and mat4 in structs... 9 years ago
  Mr.doob 538ce76897 More ShadowMaps refactoring. 9 years ago
  Mr.doob b0bdf4a671 LightShadow: Added radius. 9 years ago
  Mr.doob 8eaf494a46 Refactored ShadowMap code. 9 years ago
  Mr.doob 6937b43d5b shadowmap_*.glsl: simpler SHADOWMAP_TYPE_PCF_SOFT code. 9 years ago
  Mr.doob 0b2f44ce11 shadowmap_*.glsl: Using texture2DCompare in PointLights code. 9 years ago
  Mr.doob c4ae0356fa shadowmap_*.glsl: added texture2DCompare() 9 years ago
  Mr.doob a5f5405467 Minor clean up. 9 years ago
  Mr.doob 4099b1bf27 WebGLRenderer: MAX_SHADOWS to NUM_SHADOWS renaming. 9 years ago
  Mr.doob 275f339a64 Clean up. 10 years ago
  mkkellogg 631542ea29 Refactored shadowmap_fragment.glsl to remove rendundant code and improve readability. 10 years ago
  mkkellogg 72670aef67 Unrolled loop in calculation of PCF shadow maps for point lights. 10 years ago
  mkkellogg 83e2794ac8 Bug fix: Viewport not restored correctly when rendering point light shadows for scenes that contain multiple light types. 10 years ago
  tschw 30a5fb2d2b Removed ignored parameter, amending #7153. 10 years ago
  tschw 1b0d49df6a Edited comments and whitespace, amending #7153. 10 years ago
  mkkellogg a7eed9d638 Updated cubeToUV() to a reduced-instruction version with minimal branching, and updated near plane values for shadow map cameras to be at least 1. 10 years ago
  mkkellogg b9a51318ec Updated comments for cubeToUV() function in shadow mapping shader. 10 years ago
  mkkellogg f476908380 Point light shadow mapping now utilizes cube-to-2D projection, avoiding the need for a samplerCube in the shader. 10 years ago
  mkkellogg 8dfd933fd6 Added checks for definition of POINT_LIGHT_SHADOWS in shaders for including point light shadow mapping code. 10 years ago
  Mark Kellogg 0f9a9226b3 Inlined code from sampleCubeShadowMapPCF() directly into main(). 10 years ago
  Mark Kellogg 5964cb9b00 Updated point-light shadow mapping code to be more efficient with uniforms and varyings. 10 years ago
  Mark Kellogg ebe6e29939 Updated code formatting. 10 years ago
  Mark Kellogg 01e0199b3c Added shadow functionality for point lights. 10 years ago
  OpenShift guest 8fcb3c0616 add glsl changes 11 years ago