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-/**
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- * This is a template that can be used to light a material, it uses pluggable
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- * RenderEquations (RE)for specific lighting scenarios.
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- *
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- * Instructions for use:
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- * - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined
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- * - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ???
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- * - Create a material parameter that is to be passed as the third parameter to your lighting functions.
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- *
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- * TODO:
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- * - Add area light support.
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- * - Add sphere light support.
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- * - Add diffuse light probe (irradiance cubemap) support.
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- */
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-
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-GeometricContext geometry;
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-
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-geometry.position = - vViewPosition;
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-geometry.normal = normal;
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-geometry.viewDir = normalize( vViewPosition );
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-
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-IncidentLight directLight;
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-
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-#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
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-
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- PointLight pointLight;
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-
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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-
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- pointLight = pointLights[ i ];
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-
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- getPointDirectLightIrradiance( pointLight, geometry, directLight );
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-
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- #ifdef USE_SHADOWMAP
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- 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;
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- #endif
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-
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- RE_Direct( directLight, geometry, material, reflectedLight );
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-
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- }
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-
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-#endif
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-
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-#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
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-
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- SpotLight spotLight;
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-
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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-
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- spotLight = spotLights[ i ];
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-
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- getSpotDirectLightIrradiance( spotLight, geometry, directLight );
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-
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- #ifdef USE_SHADOWMAP
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- directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
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- #endif
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-
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- RE_Direct( directLight, geometry, material, reflectedLight );
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-
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- }
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-
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-#endif
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-
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-#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
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-
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- DirectionalLight directionalLight;
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-
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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-
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- directionalLight = directionalLights[ i ];
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-
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- getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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-
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- #ifdef USE_SHADOWMAP
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- directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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- #endif
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-
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- RE_Direct( directLight, geometry, material, reflectedLight );
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-
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- }
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-
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-#endif
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-
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-#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
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-
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- RectAreaLight rectAreaLight;
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-
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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-
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- rectAreaLight = rectAreaLights[ i ];
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- RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
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-
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- }
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-
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-#endif
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-
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-#if defined( RE_IndirectDiffuse )
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-
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- vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
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-
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- #ifdef USE_LIGHTMAP
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-
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- vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
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-
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- #ifndef PHYSICALLY_CORRECT_LIGHTS
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-
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- lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage
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-
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- #endif
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-
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- irradiance += lightMapIrradiance;
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-
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- #endif
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-
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- #if ( NUM_HEMI_LIGHTS > 0 )
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-
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- #pragma unroll_loop
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- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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-
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- irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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-
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- }
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-
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- #endif
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-
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- #if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )
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-
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- // TODO, replace 8 with the real maxMIPLevel
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- irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 );
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-
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- #endif
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-
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- RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
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-
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-#endif
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-
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-#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
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-
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- // TODO, replace 8 with the real maxMIPLevel
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- vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 );
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-
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- #ifndef STANDARD
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- vec3 clearCoatRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );
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- #else
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- vec3 clearCoatRadiance = vec3( 0.0 );
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- #endif
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-
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- RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );
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-
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-#endif
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