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- export default /* glsl */`
- uniform vec3 ambientLightColor;
- vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
- vec3 irradiance = ambientLightColor;
- #ifndef PHYSICALLY_CORRECT_LIGHTS
- irradiance *= PI;
- #endif
- return irradiance;
- }
- #if NUM_DIR_LIGHTS > 0
- struct DirectionalLight {
- vec3 direction;
- vec3 color;
- int shadow;
- float shadowBias;
- float shadowRadius;
- vec2 shadowMapSize;
- };
- uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
- void getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {
- directLight.color = directionalLight.color;
- directLight.direction = directionalLight.direction;
- directLight.visible = true;
- }
- #endif
- #if NUM_POINT_LIGHTS > 0
- struct PointLight {
- vec3 position;
- vec3 color;
- float distance;
- float decay;
- int shadow;
- float shadowBias;
- float shadowRadius;
- vec2 shadowMapSize;
- float shadowCameraNear;
- float shadowCameraFar;
- };
- uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
- // directLight is an out parameter as having it as a return value caused compiler errors on some devices
- void getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {
- vec3 lVector = pointLight.position - geometry.position;
- directLight.direction = normalize( lVector );
- float lightDistance = length( lVector );
- directLight.color = pointLight.color;
- directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );
- directLight.visible = ( directLight.color != vec3( 0.0 ) );
- }
- #endif
- #if NUM_SPOT_LIGHTS > 0
- struct SpotLight {
- vec3 position;
- vec3 direction;
- vec3 color;
- float distance;
- float decay;
- float coneCos;
- float penumbraCos;
- int shadow;
- float shadowBias;
- float shadowRadius;
- vec2 shadowMapSize;
- };
- uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
- // directLight is an out parameter as having it as a return value caused compiler errors on some devices
- void getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {
- vec3 lVector = spotLight.position - geometry.position;
- directLight.direction = normalize( lVector );
- float lightDistance = length( lVector );
- float angleCos = dot( directLight.direction, spotLight.direction );
- if ( angleCos > spotLight.coneCos ) {
- float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );
- directLight.color = spotLight.color;
- directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );
- directLight.visible = true;
- } else {
- directLight.color = vec3( 0.0 );
- directLight.visible = false;
- }
- }
- #endif
- #if NUM_RECT_AREA_LIGHTS > 0
- struct RectAreaLight {
- vec3 color;
- vec3 position;
- vec3 halfWidth;
- vec3 halfHeight;
- };
- // Pre-computed values of LinearTransformedCosine approximation of BRDF
- // BRDF approximation Texture is 64x64
- uniform sampler2D ltc_1; // RGBA Float
- uniform sampler2D ltc_2; // RGBA Float
- uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];
- #endif
- #if NUM_HEMI_LIGHTS > 0
- struct HemisphereLight {
- vec3 direction;
- vec3 skyColor;
- vec3 groundColor;
- };
- uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];
- vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {
- float dotNL = dot( geometry.normal, hemiLight.direction );
- float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
- vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
- #ifndef PHYSICALLY_CORRECT_LIGHTS
- irradiance *= PI;
- #endif
- return irradiance;
- }
- #endif
- `;
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