124 lines
3.3 KiB
GLSL
124 lines
3.3 KiB
GLSL
/**
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* This is a template that can be used to light a material, it uses pluggable
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* RenderEquations (RE)for specific lighting scenarios.
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*
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* Instructions for use:
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* - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
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* - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
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* - Create a material parameter that is to be passed as the third parameter to your lighting functions.
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*
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* TODO:
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* - Add area light support.
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* - Add sphere light support.
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* - Add diffuse light probe (irradiance cubemap) support.
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*/
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GeometricContext geometry;
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geometry.position = - vViewPosition;
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geometry.normal = normal;
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geometry.viewDir = normalize( vViewPosition );
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IncidentLight directLight;
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#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
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PointLight pointLight;
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#pragma unroll_loop
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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pointLight = pointLights[ i ];
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getPointDirectLightIrradiance( pointLight, geometry, directLight );
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#ifdef USE_SHADOWMAP
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directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
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#endif
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RE_Direct( directLight, geometry, material, reflectedLight );
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}
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#endif
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#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
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SpotLight spotLight;
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#pragma unroll_loop
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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spotLight = spotLights[ i ];
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getSpotDirectLightIrradiance( spotLight, geometry, directLight );
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#ifdef USE_SHADOWMAP
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directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
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#endif
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RE_Direct( directLight, geometry, material, reflectedLight );
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}
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#endif
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#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
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DirectionalLight directionalLight;
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#pragma unroll_loop
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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#ifdef USE_SHADOWMAP
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directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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#endif
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RE_Direct( directLight, geometry, material, reflectedLight );
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}
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#endif
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#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
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RectAreaLight rectAreaLight;
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#pragma unroll_loop
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for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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rectAreaLight = rectAreaLights[ i ];
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RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
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}
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#endif
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#if defined( RE_IndirectDiffuse )
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vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
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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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irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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}
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#endif
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#endif
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#if defined( RE_IndirectSpecular )
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vec3 radiance = vec3( 0.0 );
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vec3 clearCoatRadiance = vec3( 0.0 );
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#endif
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