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@@ -1,8 +1,3 @@
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-vec3 viewDir = normalize( vViewPosition );
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-
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-vec3 totalDiffuseLight = vec3( 0.0 );
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-vec3 totalSpecularLight = vec3( 0.0 );
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-
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// roughness linear remapping
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@@ -16,32 +11,22 @@ vec3 specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
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diffuseColor.rgb *= ( 1.0 - metalnessFactor );
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-#if MAX_POINT_LIGHTS > 0
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-
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- for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
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-
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- vec3 lightColor = pointLightColor[ i ];
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-
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- vec3 lightPosition = pointLightPosition[ i ];
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- vec3 lVector = lightPosition + vViewPosition.xyz;
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- vec3 lightDir = normalize( lVector );
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- // attenuation
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+GeometricContext geometry = GeometricContext( -vViewPosition, normalize( normal ), normalize(vViewPosition ) );
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- float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
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+ReflectedLight directReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
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+ReflectedLight indirectReflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ) );
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- // diffuse
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- float cosineTerm = saturate( dot( normal, lightDir ) );
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-
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- totalDiffuseLight += lightColor * attenuation * cosineTerm;
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+#if MAX_POINT_LIGHTS > 0
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- // specular
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+ for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
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- vec3 brdf = BRDF_GGX( specularColor, roughnessFactor, normal, lightDir, viewDir );
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+ IncidentLight directLight = getPointDirectLight( pointLights[ i ], geometry );
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- totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;
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+ BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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+ BRDF_GGX( directLight, geometry, specularColor, roughnessFactor, directReflectedLight );
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}
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@@ -51,37 +36,11 @@ diffuseColor.rgb *= ( 1.0 - metalnessFactor );
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for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
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- vec3 lightColor = spotLightColor[ i ];
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-
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- vec3 lightPosition = spotLightPosition[ i ];
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- vec3 lVector = lightPosition + vViewPosition.xyz;
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- vec3 lightDir = normalize( lVector );
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-
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- float spotEffect = dot( spotLightDirection[ i ], lightDir );
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-
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- if ( spotEffect > spotLightAngleCos[ i ] ) {
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+ IncidentLight directLight = getSpotDirectLight( pointLights[ i ], geometry );
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- spotEffect = saturate( pow( saturate( spotEffect ), spotLightExponent[ i ] ) );
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+ BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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- // attenuation
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-
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- float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
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-
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- attenuation *= spotEffect;
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-
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- // diffuse
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-
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- float cosineTerm = saturate( dot( normal, lightDir ) );
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-
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- totalDiffuseLight += lightColor * attenuation * cosineTerm;
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-
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- // specular
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-
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- vec3 brdf = BRDF_GGX( specularColor, roughnessFactor, normal, lightDir, viewDir );
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-
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- totalSpecularLight += brdf * specularStrength * lightColor * attenuation * cosineTerm;
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-
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- }
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+ BRDF_GGX( directLight, geometry, specularColor, roughnessFactor, directReflectedLight );
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}
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@@ -91,21 +50,23 @@ diffuseColor.rgb *= ( 1.0 - metalnessFactor );
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for ( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
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- vec3 lightColor = directionalLightColor[ i ];
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+ IncidentLight directLight = getDirectionalDirectLight( pointLights[ i ], geometry );
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- vec3 lightDir = directionalLightDirection[ i ];
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+ BRDF_Lambert( directLight, geometry, diffuse, directReflectedLight );
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- // diffuse
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+ BRDF_GGX( directLight, geometry, specularColor, roughnessFactor, directReflectedLight );
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- float cosineTerm = saturate( dot( normal, lightDir ) );
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+ }
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+
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+#endif
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- totalDiffuseLight += lightColor * cosineTerm;
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+#if MAX_HEMI_LIGHTS > 0
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- // specular
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+ for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
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- vec3 brdf = BRDF_GGX( specularColor, roughnessFactor, normal, lightDir, viewDir );
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+ IncidentLight indirectLight = getHemisphereIndirectLight( hemisphereLights[ i ], geometry );
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- totalSpecularLight += brdf * specularStrength * lightColor * cosineTerm;
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+ BRDF_Lambert( indirectLight, geometry, diffuse, indirectReflectedLight );
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}
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