Commit History

Autor SHA1 Mensaxe Data
  Mr.doob b60f67f57d Fixed examples. %!s(int64=9) %!d(string=hai) anos
  Mr.doob 8eaf494a46 Refactored ShadowMap code. %!s(int64=9) %!d(string=hai) anos
  Mr.doob 645aaf254c Fixed examples. %!s(int64=9) %!d(string=hai) anos
  Mr.doob d6ee54be24 WebGLRenderer: MAX_ to NUM_. See 8c82186dc3c71e1d6d61c28f67acc29a072ec1d7. %!s(int64=9) %!d(string=hai) anos
  Mr.doob 8c82186dc3 WebGLRenderer: MAX_ clean up. %!s(int64=9) %!d(string=hai) anos
  Ben Houston 05118ea6bb further consolidation of different material BRDFs via the same lighting template. %!s(int64=9) %!d(string=hai) anos
  Ben Houston 0287cab597 remove unused code from broken ShaderSkin.js %!s(int64=9) %!d(string=hai) anos
  Ben Houston fdaad8df8b Merge branch 'dev' of [email protected]:mrdoob/three.js into simplified_lighting %!s(int64=9) %!d(string=hai) anos
  Ben Houston 3c9e00fe0d get skin, tone mapping and terrain examples working with new BSDF and light structures. %!s(int64=9) %!d(string=hai) anos
  Ben Houston bbc81cdb67 start refactoring ShaderSkin.js %!s(int64=9) %!d(string=hai) anos
  Mr.doob 6c86b83c34 Tweaked examples. %!s(int64=9) %!d(string=hai) anos
  tschw e35a4ed601 Skin shader: Removed uniform uPixelSize. %!s(int64=10) %!d(string=hai) anos
  tschw 01609aec77 Skin shader cleanup. %!s(int64=10) %!d(string=hai) anos
  tschw ac5c50cfc8 Let skin shader use derivatives for tangents. %!s(int64=10) %!d(string=hai) anos
  tschw d37516be39 Fixed skin shader lighting. %!s(int64=10) %!d(string=hai) anos
  tschw 0671faa158 Let lighting info be fed in view space. %!s(int64=10) %!d(string=hai) anos
  gero3 923256459e fixed files to codestyle %!s(int64=10) %!d(string=hai) anos
  Mr.doob 59aebeda08 ShaderMaterial: Added derivatives property so we can inject the directive first thing. See #6493. %!s(int64=10) %!d(string=hai) anos
  Mr.doob e83bf8a30d Merge branch 'phong_diffuseColor' of https://github.com/bhouston/three.js into dev %!s(int64=10) %!d(string=hai) anos
  Ben Houston 47b7f88ba7 Fix note #3 of https://github.com/mrdoob/three.js/pull/5805#issuecomment-75610227 %!s(int64=10) %!d(string=hai) anos
  Ben Houston 784a89015a minor fix to get ShaderSkin skin shader matching previous state exactly. %!s(int64=10) %!d(string=hai) anos
  Ben Houston 74b09dd33e for consistency with new outgoingLight variable in shaders. %!s(int64=10) %!d(string=hai) anos
  Ben Houston 3e239215a6 Merge branch 'dev' of [email protected]:mrdoob/three.js into phong_diffuseColor %!s(int64=10) %!d(string=hai) anos
  Mr.doob a13c739390 *DecayExponent to *Decay %!s(int64=10) %!d(string=hai) anos
  Mr.doob 9dbd7669d0 Merge branch 'decayExponent' of https://github.com/bhouston/three.js into dev %!s(int64=10) %!d(string=hai) anos
  Mr.doob b1550613ff Merge branch 'common.glsl' of https://github.com/bhouston/three.js into dev %!s(int64=10) %!d(string=hai) anos
  Ben Houston f107059962 Merge branch 'common.glsl' into decayExponent %!s(int64=10) %!d(string=hai) anos
  Ben Houston 16c3b394bc adopt transformDirection in example/js shaders: ShaderSkin and ShaderTerrain %!s(int64=10) %!d(string=hai) anos
  Ben Houston b323f3bd7d adopt attenuation equation discussed here: https://github.com/mrdoob/three.js/pull/5787#issuecomment-68066541 Also apply attenuation formula to example shaders. %!s(int64=10) %!d(string=hai) anos
  Ben Houston 2dc5d1e71e deal with @WestLangley's issues #1, #2, #3, #4 from here: https://github.com/mrdoob/three.js/pull/5809#issuecomment-68329651 %!s(int64=10) %!d(string=hai) anos