Commit History

Author SHA1 Message Date
  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