Ian Kerr
|
b9544bbec0
Fixes const error in shader.
|
12 years ago |
Ian Kerr
|
308d0aee37
This commit fixes a skinning bug that occurs when two or more SkinnedMesh objects share a common material and have bone textures of different sizes. Currently, bone texture sizes are hard coded into the shader program, requiring the program to be re-built when the bone texture size changes; however, the current implementation does not handle this correctly, which can lead to the shader accessing incorrect bone transforms.
|
12 years ago |
WestLangley
|
c83f08f618
Fixed bug in Phong shader when using normal maps with derivative tangents
|
12 years ago |
Mr.doob
|
bdff95a556
Merge remote-tracking branch 'MiiBond/upstream' into dev
|
12 years ago |
MiiBond
|
9d6a9869ca
Optimized the PCF shadow map filtering to use vector comparisons.
|
12 years ago |
Mr.doob
|
905ab19acc
Added morphTargets support to MeshNormalMaterial. Fixes #3200.
|
12 years ago |
Mr.doob
|
bf60911dd1
Renamed ShaderLib's 'normal2' shader to 'normalmap' as suggested in 4276c9f5882044272ca3a5a8796380a206121fc2.
|
12 years ago |
Mr.doob
|
91d9902b7f
Moved ShaderLib["fresnel"] to examples/js/shaders/FresnelShader.
|
12 years ago |
Mr.doob
|
4276c9f588
Moved shaders in ShaderUtils.lib into ShaderLib.
|
12 years ago |
Mr.doob
|
08aff32005
WebGLShaders: More logical order for the lib.
|
12 years ago |
alteredq
|
3ea8ea8cba
Fixed skinning for MeshBasicMaterial when there was no envMap.
|
12 years ago |
alteredq
|
7af978c4af
Merged @MiiBond's shadow map bilinear filtering.
|
12 years ago |
alteredq
|
9c8c639f9c
Merge branch 'dev' into shadow-filtering
|
12 years ago |
alteredq
|
aff0f9d204
WebGLDeferredRenderer: a bit better emissive color.
|
12 years ago |
MiiBond
|
0c899e055f
Added shadow map type definitions and replaced shadowMapSoft boolean on the renderer with shadowMapType. The default type is THREE.PCFShadowMap, which amounts to the previous default of shadowMapSoft = true. A new type, THREE.PCFSoftShadowMap will enable bilinear filtering of the shadow in the shader for smoother results.
|
12 years ago |
MiiBond
|
7bbfe6996f
Moved bilinear filtering of shadow maps into the shader. Previously, the filtering on the shadowmap was set to linear outside of the shader and this doesn't work for filtering a depth comparison. For PCF, the filtering needs to be done post-depth-comparison. i.e. in the shader.
|
12 years ago |
Harold Thetiot
|
d4cf08da10
Fix trailing commas into WebGLShaders.js
|
12 years ago |
alteredq
|
88604b4a0a
Testing the impact of normalization of transformed normals in vertex shaders (phong, normal, normalmap, skin simple).
|
12 years ago |
alteredq
|
36d2494d59
Renamed nWorld => worldNormal in shaders.
|
12 years ago |
alteredq
|
886ba4de3e
Renamed mPosition => worldPosition in shaders.
|
12 years ago |
alteredq
|
80dd93a86b
Renamed spotLightAngle uniforms to spotLightAngleCos.
|
12 years ago |
alteredq
|
5cb7155208
Added clamping to spotLight term in shaders.
|
12 years ago |
alteredq
|
2a7885e8b3
Renamed uniform hemisphereLightPosition => hemisphereLightDirection
|
12 years ago |
alteredq
|
20b93e3fff
Fixed HemisphereLight shading.
|
12 years ago |
alteredq
|
136faefe20
Editor: added handling of SpotLights. Added SpotLightHelper.
|
12 years ago |
alteredq
|
e39cbf23f1
Added LineDashedMaterial and corresponding example.
|
12 years ago |
alteredq
|
ab294a450c
Added "AddOperation" environment mapping combine type for additive cube maps reflections / refractions.
|
12 years ago |
alteredq
|
f31cc7fe6b
Trying to make less weird specular term for hemisphere light.
|
13 years ago |
alteredq
|
09991eb059
Fixed bug in hemisphere light in Lambert shader.
|
13 years ago |
alteredq
|
25bffd0d3b
One possible workaround for normal map inconsistencies across models.
|
13 years ago |