116 lines
2.3 KiB
Plaintext
116 lines
2.3 KiB
Plaintext
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vec3 diffuse = vec3( 1.0 );
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GeometricContext geometry;
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geometry.position = mvPosition.xyz;
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geometry.normal = normalize( transformedNormal );
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geometry.viewDir = normalize( -mvPosition.xyz );
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GeometricContext backGeometry;
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backGeometry.position = geometry.position;
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backGeometry.normal = -geometry.normal;
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backGeometry.viewDir = geometry.viewDir;
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vLightFront = vec3( 0.0 );
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#ifdef DOUBLE_SIDED
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vLightBack = vec3( 0.0 );
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#endif
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IncidentLight directLight;
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float dotNL;
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vec3 directLightColor_Diffuse;
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#if NUM_POINT_LIGHTS > 0
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#pragma unroll_loop
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );
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dotNL = dot( geometry.normal, directLight.direction );
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directLightColor_Diffuse = PI * directLight.color;
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vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
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#endif
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}
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#endif
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#if NUM_SPOT_LIGHTS > 0
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#pragma unroll_loop
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );
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dotNL = dot( geometry.normal, directLight.direction );
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directLightColor_Diffuse = PI * directLight.color;
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vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
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#endif
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}
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#endif
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/*
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#if NUM_RECT_AREA_LIGHTS > 0
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for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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// TODO (abelnation): implement
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}
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#endif
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*/
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#if NUM_DIR_LIGHTS > 0
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#pragma unroll_loop
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );
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dotNL = dot( geometry.normal, directLight.direction );
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directLightColor_Diffuse = PI * directLight.color;
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vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
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#endif
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}
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#endif
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#if NUM_HEMI_LIGHTS > 0
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#pragma unroll_loop
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for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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#ifdef DOUBLE_SIDED
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vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );
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#endif
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}
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#endif
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