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remove glsl square and bracket whiteCompliment
1 parent 1d16377 commit 69a8d3b

3 files changed

Lines changed: 4 additions & 4 deletions

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src/renderers/shaders/ShaderChunk/common.glsl

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -4,9 +4,8 @@
44
#define LOG2 1.442695
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#define EPSILON 1e-6
66

7-
#define square(a) a * a
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#define saturate(a) clamp( a, 0.0, 1.0 )
9-
#define whiteCompliment(a) 1.0 - saturate( a )
8+
#define whiteCompliment(a) ( 1.0 - saturate( a ) )
109

1110
vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
1211

src/renderers/shaders/ShaderChunk/fog_fragment.glsl

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@
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#ifdef FOG_EXP2
1414

15-
float fogFactor = whiteCompliment( exp2( - square( fogDensity ) * square( depth ) * LOG2 ) );
15+
float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );
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#else
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src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -59,7 +59,8 @@ varying vec3 vViewPosition;
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6060
vec3 calcCosineTerm( in vec3 normal, in vec3 lightDir ) {
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62-
vec3 cosineTerm = vec3( saturate( dot( normal, lightDir ) ) );
62+
float dotProduct = dot( normal, lightDir );
63+
vec3 cosineTerm = vec3( saturate( dotProduct ) );
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#ifdef WRAP_AROUND
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