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- uniform sampler2D texIES;
- float iesAttenuation(vec3 l) {
- const float PI = 3.1415926535;
- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- // Sample direction into light space
- // vec3 iesSampleDirection = mul(light.worldToLight , -L);
- // Cartesian to spherical
- // Texture encoded with cos( phi ), scale from -1 - >1 to 0 - >1
- // float phiCoord = (iesSampleDirection.z * 0.5f) + 0.5f;
- // float theta = atan2 (iesSampleDirection.y , iesSampleDirection .x);
- // float thetaCoord = theta * (1.0 / (PI * 2.0));
- // float iesProfileScale = texture(texIES, vec2(thetaCoord, phiCoord)).r;
- // return iesProfileScale;
- // 1D texture
- // vec3 pl = normalize(p - lightPos);
- // float f = asin(dot(pl, l)) / PI + 0.5;
- // return texture(texIES, vec2(f, 0.0)).r;
- // 1D texture
- // float cosTheta = dot(lightToPos, lightDir);
- // float angle = acos(cosTheta) * (1.0 / PI);
- // return texture(texIES, vec2(angle, 0.0), 0.0).r;
- // Based on https://github.com/tobspr/RenderPipeline
- float hor = acos(l.z) / PI;
- float vert = atan(l.x, l.y) * (1.0 / (PI * 2.0)) + 0.5;
- return texture(texIES, vec2(hor, vert)).r;
- }
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