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@@ -861,16 +861,32 @@ void main() {
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light_for_texture += light;
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#ifdef USE_SH_LIGHTMAPS
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- // These coefficients include the factored out SH evaluation, diffuse convolution, and final application, as well as the BRDF 1/PI and the spherical monte carlo factor.
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- // LO: 1/(2*sqrtPI) * 1/(2*sqrtPI) * PI * PI * 1/PI = 0.25
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- // L1: sqrt(3/(4*pi)) * sqrt(3/(4*pi)) * (PI*2/3) * (2 * PI) * 1/PI = 1.0
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- // Note: This only works because we aren't scaling, rotating, or combing harmonics, we are just directing applying them in the shader.
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+ // For L0, light needs to be attenuated by dot(normal, light_dir) else it is oversaturated when sampled later.
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+ // For L1, light can't be attenuated by dot(normal, light_dir) since when sampling later, the dot product is done.
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+ // The output of trace_direct_light() is already attenuated by dot(normal, light_dir).
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+ // So L0 and L1 has the following relationship: L1 = L0 / dot(normal, light_dir).
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+ // For L1 packing to work, there needs to be a defined ratio (4) between L0 and L1 values.
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+ // This ratio is achieved with two coefficients c_l0 and c_l1, and ensuring that
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+ // 4 = (c_l0 * LO) / (c_l1 * L1)
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+
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+ // For direct lights to look right, its effective "energy" needs to be 1 since it is not being integrated
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+ // unlike indirect lighting.
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+ // This binds c_l0 and c_l1 to the following relationship: 1 = c_l0 + c_l1
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+
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+ float attenuation = dot(normal, light_dir);
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+
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+ if (attenuation <= 0.0001) {
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+ continue;
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+ }
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+
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+ float c_l0 = 1 / (1 + 4 * attenuation);
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+ float c_l1 = 1 - c_l0;
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float c[4] = float[](
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- 0.25, //l0
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- light_dir.y, //l1n1
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- light_dir.z, //l1n0
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- light_dir.x //l1p1
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+ c_l0, //l0
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+ c_l1 / attenuation * light_dir.y, //l1n1
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+ c_l1 / attenuation * light_dir.z, //l1n0
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+ c_l1 / attenuation * light_dir.x //l1p1
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);
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for (uint j = 0; j < 4; j++) {
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