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Added clamping to spotLight term in shaders.

This is necessary for OpenGL where pow(0,0) is undefined and can be negative (in DirectX you just get zero), leading to negative light creating black areas artefacts.

Fixes #1805 and #2615 (related already fixed #998).
alteredq 13 ani în urmă
părinte
comite
5cb7155208
4 a modificat fișierele cu 6 adăugiri și 6 ștergeri
  1. 3 3
      build/three.js
  2. 0 0
      build/three.min.js
  3. 1 1
      src/extras/ShaderUtils.js
  4. 2 2
      src/renderers/WebGLShaders.js

+ 3 - 3
build/three.js

@@ -14281,7 +14281,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					"float lDistance = 1.0;",
 					"if ( spotLightDistance[ i ] > 0.0 )",
@@ -14640,7 +14640,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					// diffuse
 
@@ -25447,7 +25447,7 @@ THREE.ShaderUtils = {
 
 							"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-								"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 								// diffuse
 

Fișier diff suprimat deoarece este prea mare
+ 0 - 0
build/three.min.js


+ 1 - 1
src/extras/ShaderUtils.js

@@ -365,7 +365,7 @@ THREE.ShaderUtils = {
 
 							"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-								"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 								// diffuse
 

+ 2 - 2
src/renderers/WebGLShaders.js

@@ -610,7 +610,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					"float lDistance = 1.0;",
 					"if ( spotLightDistance[ i ] > 0.0 )",
@@ -969,7 +969,7 @@ THREE.ShaderChunk = {
 
 				"if ( spotEffect > spotLightAngle[ i ] ) {",
 
-					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",
+					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
 
 					// diffuse
 

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff

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