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3 changes: 2 additions & 1 deletion CHANGES.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,10 +6,11 @@ Beta Releases

### b29 - 2014-06-02

* Breaking changes
* Breaking changes ([why so many?](https://groups.google.com/forum/#!topic/cesium-dev/CQ0wCHjJ9x4))
* Removed `CesiumWidget.onRenderLoopError` and `Viewer.renderLoopError`. They have been replaced by `Scene.renderError`.
* Improved terrain and imagery rendering performance when very close to the surface.
* Added `preRender` and `postRender` events to `Scene`.
* Fixed dark lighting in 3D and Columbus View when viewing a primitive edge on. ([#592](https://github.com/AnalyticalGraphicsInc/cesium/issues/592))
* Added `Viewer.targetFrameRate` and `CesiumWidget.targetFrameRate` to allow for throttling of the requestAnimationFrame rate.

### b28 - 2014-05-01
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7 changes: 5 additions & 2 deletions Source/Shaders/Builtin/Functions/phong.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -34,9 +34,12 @@ vec4 czm_phong(vec3 toEye, czm_material material)
// Specular from sun and pseudo-moon
float specular = czm_private_getSpecularOfMaterial(czm_sunDirectionEC, toEye, material) + czm_private_getSpecularOfMaterial(czm_moonDirectionEC, toEye, material);

vec3 ambient = vec3(0.0);
// Temporary workaround for adding ambient.
vec3 materialDiffuse = material.diffuse * 0.5;

vec3 ambient = materialDiffuse;
vec3 color = ambient + material.emission;
color += material.diffuse * diffuse;
color += materialDiffuse * diffuse;
color += material.specular * specular;

return vec4(color, material.alpha);
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7 changes: 5 additions & 2 deletions Source/Shaders/Builtin/Functions/translucentPhong.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -12,9 +12,12 @@ vec4 czm_translucentPhong(vec3 toEye, czm_material material)
float specular = czm_getSpecular(czm_sunDirectionEC, toEye, material.normal, material.shininess);
specular += czm_getSpecular(czm_moonDirectionEC, toEye, material.normal, material.shininess);

vec3 ambient = vec3(0.0);
// Temporary workaround for adding ambient.
vec3 materialDiffuse = material.diffuse * 0.5;

vec3 ambient = materialDiffuse;
vec3 color = ambient + material.emission;
color += material.diffuse * diffuse;
color += materialDiffuse * diffuse;
color += material.specular * specular;

return vec4(color, material.alpha);
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