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- 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;
- };
- 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 ltcMat; // RGBA Float
- uniform sampler2D ltcMag; // Alpha Float (only has w component)
- 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
- #if defined( USE_ENVMAP ) && defined( PHYSICAL )
- vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
- #include <normal_flip>
- vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
- #ifdef ENVMAP_TYPE_CUBE
- vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
- // TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
- // of a specular cubemap, or just the default level of a specially created irradiance cubemap.
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
- #else
- // force the bias high to get the last LOD level as it is the most blurred.
- vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #elif defined( ENVMAP_TYPE_CUBE_UV )
- vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
- vec4 envMapColor = textureCubeUV( queryVec, 1.0 );
- #else
- vec4 envMapColor = vec4( 0.0 );
- #endif
- return PI * envMapColor.rgb * envMapIntensity;
- }
- // taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html
- float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
- //float envMapWidth = pow( 2.0, maxMIPLevelScalar );
- //float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
- float maxMIPLevelScalar = float( maxMIPLevel );
- float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
- // clamp to allowable LOD ranges.
- return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );
- }
- vec3 getLightProbeIndirectRadiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {
- #ifdef ENVMAP_MODE_REFLECTION
- vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );
- #else
- vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );
- #endif
- #include <normal_flip>
- reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
- float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
- #ifdef ENVMAP_TYPE_CUBE
- vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
- #else
- vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #elif defined( ENVMAP_TYPE_CUBE_UV )
- vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
- vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));
- #elif defined( ENVMAP_TYPE_EQUIREC )
- vec2 sampleUV;
- sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );
- sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );
- #else
- vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #elif defined( ENVMAP_TYPE_SPHERE )
- vec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
- #ifdef TEXTURE_LOD_EXT
- vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
- #else
- vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
- #endif
- envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
- #endif
- return envMapColor.rgb * envMapIntensity;
- }
- #endif
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