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MeshBasicMaterial: Reverted shadowmap removal.
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2 files changed

+11
-4
lines changed

2 files changed

+11
-4
lines changed

examples/webgl_geometry_spline_editor.html

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -66,22 +66,23 @@
6666
camera.position.z = 1000;
6767
scene.add( camera );
6868

69-
scene.add( new THREE.AmbientLight( 0xcccccc ) );
69+
scene.add( new THREE.AmbientLight( 0xf0f0f0 ) );
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var light = new THREE.SpotLight( 0xffffff, 1.5 );
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light.position.set( 0, 1500, 200 );
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light.castShadow = true;
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light.shadowCameraNear = 200;
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light.shadowCameraFar = camera.far;
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light.shadowCameraFov = 70;
7676
light.shadowBias = -0.000222;
77+
light.shadowDarkness = 0.25;
7778
light.shadowMapWidth = 1024;
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light.shadowMapHeight = 1024;
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scene.add( light );
8081
spotlight = light;
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8283
var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
8384
planeGeometry.rotateX( - Math.PI / 2 );
84-
var planeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff } );
85+
var planeMaterial = new THREE.MeshBasicMaterial( { color: 0xeeeeee } );
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8687
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
8788
plane.position.y = -200;

src/renderers/shaders/ShaderLib.js

Lines changed: 8 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,8 @@ THREE.ShaderLib = {
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1616
THREE.UniformsLib[ "common" ],
1717
THREE.UniformsLib[ "aomap" ],
18-
THREE.UniformsLib[ "fog" ]
18+
THREE.UniformsLib[ "fog" ],
19+
THREE.UniformsLib[ "shadowmap" ]
1920

2021
] ),
2122

@@ -28,6 +29,7 @@ THREE.ShaderLib = {
2829
THREE.ShaderChunk[ "color_pars_vertex" ],
2930
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
3031
THREE.ShaderChunk[ "skinning_pars_vertex" ],
32+
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
3133
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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3335
"void main() {",
@@ -54,6 +56,7 @@ THREE.ShaderLib = {
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5557
THREE.ShaderChunk[ "worldpos_vertex" ],
5658
THREE.ShaderChunk[ "envmap_vertex" ],
59+
THREE.ShaderChunk[ "shadowmap_vertex" ],
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5861
"}"
5962

@@ -73,6 +76,7 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "aomap_pars_fragment" ],
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THREE.ShaderChunk[ "envmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
79+
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
7882

@@ -81,6 +85,7 @@ THREE.ShaderLib = {
8185
" vec3 outgoingLight = vec3( 0.0 );",
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" vec4 diffuseColor = vec4( diffuse, opacity );",
8387
" vec3 totalAmbientLight = vec3( 1.0 );", // hardwired
88+
" vec3 shadowMask = vec3( 1.0 );",
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8590
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
@@ -89,8 +94,9 @@ THREE.ShaderLib = {
8994
THREE.ShaderChunk[ "alphatest_fragment" ],
9095
THREE.ShaderChunk[ "specularmap_fragment" ],
9196
THREE.ShaderChunk[ "aomap_fragment" ],
97+
THREE.ShaderChunk[ "shadowmap_fragment" ],
9298

93-
" outgoingLight = diffuseColor.rgb * totalAmbientLight;",
99+
" outgoingLight = diffuseColor.rgb * totalAmbientLight * shadowMask;",
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95101
THREE.ShaderChunk[ "envmap_fragment" ],
96102

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