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