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Cosine-based specular env map LOD selection #7414
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@WestLangley thoughts? |
After things settle down, please. |
I've updated this to work with the latest DEV branch and the other changes. (Although I am very confused as to why a number of changes by @mrdoob in the dev branch appear in this PR -- is this github screwing up? I've never seen this before? Or is there a revert in the history?) |
The weirdest thing is that if I do a straight compare between these two branches, it doesn't show these @mrdoob commits on dev branch -- it is proper, so I am fairly confused here: |
I think it's github screwing up. It's been doing it for a while. I only look at the "Files Changed" section. |
Which, actually, shows that you're including the builds somehow. |
I submitted some extra stuff by accident as well. I'll remove it now. |
Yeah. Try rebasing. |
I removed two changes that probably are not necessary in this PR (although I didn't remove any builds, because there doesn't seem to be any) and it seems to be focused now: dev...bhouston:cosine_envMap_lod |
There is still a lot of noise in "Files changed". Hard to review until that it's clean... |
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Rebase done. |
/ping @WestLangley |
This PR looks OK to me. |
Cosine-based specular env map LOD selection
Thanks guys! |
@@ -1,4 +1,4 @@ | |||
float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) { | |||
float calcLightAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) { |
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no need to have "const in" here really, it just leads to more verbose code and I've never seen it make a performance difference.
Built upon the simplified lighting PR: #7324
I've implemented the cosine env map lod queries in this PR based on the ideas here: #7411