Skip to content

Commit

Permalink
Use MeshLambertMaterial in webgl_lights_hemisphere ground.
Browse files Browse the repository at this point in the history
  • Loading branch information
mrdoob committed Jan 31, 2019
1 parent 7a4c962 commit 14bdd6f
Showing 1 changed file with 9 additions and 5 deletions.
14 changes: 9 additions & 5 deletions examples/webgl_lights_hemisphere.html
Original file line number Diff line number Diff line change
Expand Up @@ -152,15 +152,14 @@
// GROUND

var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
var groundMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x050505 } );
var groundMat = new THREE.MeshLambertMaterial( { color: 0xffffff } );
groundMat.color.setHSL( 0.095, 1, 0.75 );

var ground = new THREE.Mesh( groundGeo, groundMat );
ground.rotation.x = - Math.PI / 2;
ground.position.y = - 33;
scene.add( ground );

ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );

// SKYDOME

Expand All @@ -177,7 +176,12 @@
scene.fog.color.copy( uniforms[ "bottomColor" ].value );

var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
var skyMat = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide
} );

var sky = new THREE.Mesh( skyGeo, skyMat );
scene.add( sky );
Expand Down

0 comments on commit 14bdd6f

Please sign in to comment.