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