Commit History

Author SHA1 Message Date
  WestLangley e7b40d768c Apply ambient occlusion to ambient light sources only 10 years ago
  WestLangley 9837e92b7b Removed AOmap and Lightmap from Basic and Lambert 10 years ago
  Mr.doob 1f1d418e6d Minor clean up. 10 years ago
  WestLangley 1df48eefe2 Removed wrap lighting from Phong and Lambert 10 years ago
  Ben Adams 1d163773f4 Add defines for favoured glsl functions 10 years ago
  Ben Adams c80c81eead Resolved additional merge conflicts 10 years ago
  Ben Houston 81a7d078f1 Merge branch 'dev' of [email protected]:mrdoob/three.js into ambientOcclusionMap 10 years ago
  Ben Houston f0731cf73e rename shaders to use ao instead of ambientocclusion 10 years ago
  Ben Houston dec3cf27f9 add ambientocclusion glsl shaders. Separate out uv/uv2 vertex and fragment shaders to make things cleaner. 10 years ago
  Mr.doob 22163e461a ShaderLib: Fixed dashed. See #5805. 10 years ago
  Mr.doob 33722d6432 ShaderLib: More tidying. 10 years ago
  Mr.doob 24a55ee5a6 ShaderLib: Minor code clean up. 10 years ago
  WestLangley 700d9c23c8 Lambert:: calculate incoming light in vertex shader; outgoing light in fragment shader. 10 years ago
  Mr.doob e83bf8a30d Merge branch 'phong_diffuseColor' of https://github.com/bhouston/three.js into dev 10 years ago
  Ben Houston 98f65da002 Fix node #3 of issue https://github.com/mrdoob/three.js/pull/5805#issuecomment-75610227 10 years ago
  Mr.doob bfd29f459f WebGLRenderer: Avoid flat shading buffer creation when using MeshPhongMaterial and clean up. See #6117. 10 years ago
  Ben Houston 3e239215a6 Merge branch 'dev' of [email protected]:mrdoob/three.js into phong_diffuseColor 10 years ago
  Mr.doob b1550613ff Merge branch 'common.glsl' of https://github.com/bhouston/three.js into dev 10 years ago
  Ben Houston e2f8ed6b3b RECIPROCAL_2PI -> RECIPROCAL_PI2 10 years ago
  Ben Houston 92c8bda8ec common.glsl: transformNormal -> transformDirection and inverseTransformNormal -> inverseTransformDirection. 10 years ago
  Ben Houston 91b34be36d fix particle_basic to new outgoingLight/diffuseColor model. 10 years ago
  Ben Houston cc7634efa2 refactor shaders to use diffuseColor and outgoingLight instead of gl_FragColor. 10 years ago
  Ben Houston 6f8d6ddd06 remove material.ambient from everything per discussion here: https://github.com/mrdoob/three.js/pull/5741#issuecomment-67893202 10 years ago
  Ben Houston fd500a63e9 ensure that lightMap is modulated by surface color and then added to resulting fragColor. 10 years ago
  Mr.doob 1d6da685c1 Moved ShaderLib[ "normalmap" ] to examples/js/NormalDisplacementShader.js. 10 years ago
  Ben Houston ea188856bf fix bug when applying common.glsl 10 years ago
  Ben Houston 6999732f29 adopt common.glsl shader utilities across all shaders where applicable. Fix vec*matrix bug in envmap_fragment.glsl 10 years ago
  Mr.doob 7f7629ab0d glsl clean up 10 years ago
  Mr.doob 1e716c56b1 WebGLRenderer: useRefract to defines. 10 years ago
  Michael Bond 5e9ad40b35 Replacing indentation spaces with tabs 10 years ago