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remove lights_template

sunag il y a 7 ans
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commit
401f82edfd
1 fichiers modifiés avec 0 ajouts et 154 suppressions
  1. 0 154
      src/renderers/shaders/ShaderChunk/lights_template.glsl

+ 0 - 154
src/renderers/shaders/ShaderChunk/lights_template.glsl

@@ -1,154 +0,0 @@
-/**
- * This is a template that can be used to light a material, it uses pluggable
- * RenderEquations (RE)for specific lighting scenarios.
- *
- * Instructions for use:
- * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
- * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
- * - Create a material parameter that is to be passed as the third parameter to your lighting functions.
- *
- * TODO:
- * - Add area light support.
- * - Add sphere light support.
- * - Add diffuse light probe (irradiance cubemap) support.
- */
-
-GeometricContext geometry;
-
-geometry.position = - vViewPosition;
-geometry.normal = normal;
-geometry.viewDir = normalize( vViewPosition );
-
-IncidentLight directLight;
-
-#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
-
-	PointLight pointLight;
-
-	#pragma unroll_loop
-	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
-
-		pointLight = pointLights[ i ];
-
-		getPointDirectLightIrradiance( pointLight, geometry, directLight );
-
-		#ifdef USE_SHADOWMAP
-		directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
-		#endif
-
-		RE_Direct( directLight, geometry, material, reflectedLight );
-
-	}
-
-#endif
-
-#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
-
-	SpotLight spotLight;
-
-	#pragma unroll_loop
-	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
-
-		spotLight = spotLights[ i ];
-
-		getSpotDirectLightIrradiance( spotLight, geometry, directLight );
-
-		#ifdef USE_SHADOWMAP
-		directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
-		#endif
-
-		RE_Direct( directLight, geometry, material, reflectedLight );
-
-	}
-
-#endif
-
-#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
-
-	DirectionalLight directionalLight;
-
-	#pragma unroll_loop
-	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
-
-		directionalLight = directionalLights[ i ];
-
-		getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
-
-		#ifdef USE_SHADOWMAP
-		directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
-		#endif
-
-		RE_Direct( directLight, geometry, material, reflectedLight );
-
-	}
-
-#endif
-
-#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
-
-	RectAreaLight rectAreaLight;
-
-	#pragma unroll_loop
-	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
-
-		rectAreaLight = rectAreaLights[ i ];
-		RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
-
-	}
-
-#endif
-
-#if defined( RE_IndirectDiffuse )
-
-	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
-
-	#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 ( NUM_HEMI_LIGHTS > 0 )
-
-		#pragma unroll_loop
-		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
-
-			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
-
-		}
-
-	#endif
-
-	#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
-
-		// TODO, replace 8 with the real maxMIPLevel
-		irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 );
-
-	#endif
-
-	RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
-
-#endif
-
-#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
-
-	// TODO, replace 8 with the real maxMIPLevel
-	vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
-
-	#ifndef STANDARD
-		vec3 clearCoatRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );
-	#else
-		vec3 clearCoatRadiance = vec3( 0.0 );
-	#endif
-
-	RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );
-
-#endif