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- export default /* glsl */`
- /**
- * 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 = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
- #ifdef USE_CLEARCOAT
- geometry.clearcoatNormal = clearcoatNormal;
- #endif
- IncidentLight directLight;
- #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
- PointLight pointLight;
- #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
- PointLightShadow pointLightShadow;
- #endif
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
- pointLight = pointLights[ i ];
- getPointLightInfo( pointLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
- pointLightShadow = pointLightShadows[ i ];
- directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
- #endif
- RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
- SpotLight spotLight;
- #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
- SpotLightShadow spotLightShadow;
- #endif
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
- spotLight = spotLights[ i ];
- getSpotLightInfo( spotLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
- spotLightShadow = spotLightShadows[ i ];
- directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
- #endif
- RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
- DirectionalLight directionalLight;
- #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
- DirectionalLightShadow directionalLightShadow;
- #endif
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalLightInfo( directionalLight, geometry, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
- directionalLightShadow = directionalLightShadows[ i ];
- directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
- #endif
- RE_Direct( directLight, geometry, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
- RectAreaLight rectAreaLight;
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
- rectAreaLight = rectAreaLights[ i ];
- RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if defined( RE_IndirectDiffuse )
- vec3 iblIrradiance = vec3( 0.0 );
- vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
- irradiance += getLightProbeIrradiance( lightProbe, geometry );
- #if ( NUM_HEMI_LIGHTS > 0 )
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
- irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
- }
- #pragma unroll_loop_end
- #endif
- #endif
- #if defined( RE_IndirectSpecular )
- vec3 radiance = vec3( 0.0 );
- vec3 clearcoatRadiance = vec3( 0.0 );
- #endif
- `;
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