uniform vec3 ambientLightColor; vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { vec3 irradiance = ambientLightColor; #ifndef PHYSICALLY_CORRECT_LIGHTS irradiance *= PI; #endif return irradiance; } #if NUM_DIR_LIGHTS > 0 struct DirectionalLight { vec3 direction; vec3 color; int shadow; float shadowBias; float shadowRadius; vec2 shadowMapSize; }; uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ]; void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) { directLight.color = directionalLight.color; directLight.direction = directionalLight.direction; directLight.visible = true; } #endif #if NUM_POINT_LIGHTS > 0 struct PointLight { vec3 position; vec3 color; float distance; float decay; int shadow; float shadowBias; float shadowRadius; vec2 shadowMapSize; float shadowCameraNear; float shadowCameraFar; }; uniform PointLight pointLights[ NUM_POINT_LIGHTS ]; // directLight is an out parameter as having it as a return value caused compiler errors on some devices void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) { vec3 lVector = pointLight.position - geometry.position; directLight.direction = normalize( lVector ); float lightDistance = length( lVector ); directLight.color = pointLight.color; directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay ); directLight.visible = ( directLight.color != vec3( 0.0 ) ); } #endif #if NUM_SPOT_LIGHTS > 0 struct SpotLight { vec3 position; vec3 direction; vec3 color; float distance; float decay; float coneCos; float penumbraCos; int shadow; float shadowBias; float shadowRadius; vec2 shadowMapSize; }; uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ]; // directLight is an out parameter as having it as a return value caused compiler errors on some devices void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) { vec3 lVector = spotLight.position - geometry.position; directLight.direction = normalize( lVector ); float lightDistance = length( lVector ); float angleCos = dot( directLight.direction, spotLight.direction ); if ( angleCos > spotLight.coneCos ) { float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos ); directLight.color = spotLight.color; directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay ); directLight.visible = true; } else { directLight.color = vec3( 0.0 ); directLight.visible = false; } } #endif #if NUM_RECT_AREA_LIGHTS > 0 struct RectAreaLight { vec3 color; vec3 position; vec3 halfWidth; vec3 halfHeight; }; // Pre-computed values of LinearTransformedCosine approximation of BRDF // BRDF approximation Texture is 64x64 uniform sampler2D ltc_1; // RGBA Float uniform sampler2D ltc_2; // RGBA Float uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ]; #endif #if NUM_HEMI_LIGHTS > 0 struct HemisphereLight { vec3 direction; vec3 skyColor; vec3 groundColor; }; uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ]; vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) { float dotNL = dot( geometry.normal, hemiLight.direction ); float hemiDiffuseWeight = 0.5 * dotNL + 0.5; vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight ); #ifndef PHYSICALLY_CORRECT_LIGHTS irradiance *= PI; #endif return irradiance; } #endif