diff --git a/src/renderers/shaders/ShaderLib.js b/src/renderers/shaders/ShaderLib.js index 57c058bca47f50..74c4b1c8224fb9 100644 --- a/src/renderers/shaders/ShaderLib.js +++ b/src/renderers/shaders/ShaderLib.js @@ -87,7 +87,7 @@ THREE.ShaderLib = { THREE.ShaderChunk[ "alphatest_fragment" ], THREE.ShaderChunk[ "specularmap_fragment" ], - " outgoingLight.rgb = diffuseColor.rgb;", // simple shader + " outgoingLight = diffuseColor.rgb;", // simple shader THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense. THREE.ShaderChunk[ "envmap_fragment" ], @@ -196,7 +196,7 @@ THREE.ShaderLib = { " vec3 outgoingLight = vec3( 0.0, 0.0, 0.0 );", // outgoing light does not have an alpha, the surface does " vec4 diffuseColor = vec4( 1.0, 1.0, 1.0, opacity );", - + THREE.ShaderChunk[ "logdepthbuf_fragment" ], THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "color_fragment" ], @@ -421,7 +421,7 @@ THREE.ShaderLib = { THREE.ShaderChunk[ "color_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], - " outgoingLight.rgb = diffuseColor.rgb;", // simple shader + " outgoingLight = diffuseColor.rgb;", // simple shader THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], @@ -713,7 +713,7 @@ THREE.ShaderLib = { "vec3 direction = normalize( vWorldPosition );", "vec2 sampleUV;", "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );", - "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", + "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", "gl_FragColor = texture2D( tEquirect, sampleUV );", THREE.ShaderChunk[ "logdepthbuf_fragment" ],