54 lines
1.4 KiB
Plaintext
54 lines
1.4 KiB
Plaintext
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varying vec3 vViewPosition;
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#ifndef FLAT_SHADED
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varying vec3 vNormal;
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#endif
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struct BlinnPhongMaterial {
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vec3 diffuseColor;
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vec3 specularColor;
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float specularShininess;
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float specularStrength;
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};
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void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
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#ifdef TOON
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vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
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#else
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float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
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vec3 irradiance = dotNL * directLight.color;
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#endif
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#ifndef PHYSICALLY_CORRECT_LIGHTS
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irradiance *= PI; // punctual light
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#endif
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reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
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reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
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}
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void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
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reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
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}
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#define RE_Direct RE_Direct_BlinnPhong
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#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
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#define Material_LightProbeLOD( material ) (0)
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