fireball/lib/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl
2018-12-25 17:29:22 +03:30

34 lines
920 B
GLSL

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