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- /*
- * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include "../common/common.sh"
- vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
- {
- float ndotl = dot(_normal, _lightDir);
- vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
- float rdotv = dot(reflected, _viewDir);
- return vec2(ndotl, rdotv);
- }
- float fresnel(float _ndotl, float _bias, float _pow)
- {
- float facing = (1.0 - _ndotl);
- return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
- }
- vec4 lit(float _ndotl, float _rdotv, float _m)
- {
- float diff = max(0.0, _ndotl);
- float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
- return vec4(1.0, diff, spec, 1.0);
- }
- vec4 powRgba(vec4 _rgba, float _pow)
- {
- vec4 result;
- result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
- result.w = _rgba.w;
- return result;
- }
- vec3 calcLight(vec3 _wpos, vec3 _normal, vec3 _view, vec3 _lightPos, float _lightRadius, vec3 _lightRgb, float _lightInner)
- {
- vec3 lp = _lightPos - _wpos;
- float attn = 1.0 - smoothstep(_lightInner, 1.0, length(lp) / _lightRadius);
- vec3 lightDir = normalize(lp);
- vec2 bln = blinn(lightDir, _normal, _view);
- vec4 lc = lit(bln.x, bln.y, 1.0);
- vec3 rgb = _lightRgb * saturate(lc.y) * attn;
- return rgb;
- }
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