34 lines
920 B
GLSL
34 lines
920 B
GLSL
#if defined( RE_IndirectDiffuse )
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#ifdef USE_LIGHTMAP
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vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
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#ifndef PHYSICALLY_CORRECT_LIGHTS
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lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage
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#endif
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irradiance += lightMapIrradiance;
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#endif
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#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
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irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );
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#endif
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#endif
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#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
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radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), maxMipLevel );
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#ifndef STANDARD
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clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
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#endif
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#endif
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