|
|
|
@ -90,15 +90,47 @@ void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 a
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
|
|
|
|
|
float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
|
|
|
|
|
{
|
|
|
|
|
vec3 lightDir = normalize(lcalcPosition(0));
|
|
|
|
|
float NdotL = dot(viewNormal, lightDir);
|
|
|
|
|
if (NdotL <= 0.0)
|
|
|
|
|
return vec3(0.0);
|
|
|
|
|
vec3 halfVec = normalize(lightDir - viewDirection);
|
|
|
|
|
float NdotH = dot(viewNormal, halfVec);
|
|
|
|
|
return pow(max(NdotH, 0.0), max(1e-4, shininess)) * lcalcSpecular(0).xyz * matSpec;
|
|
|
|
|
if (dot(viewNormal, lightDir) > 0.0)
|
|
|
|
|
{
|
|
|
|
|
vec3 halfVec = normalize(lightDir - viewDir);
|
|
|
|
|
float NdotH = max(dot(viewNormal, halfVec), 0.0);
|
|
|
|
|
return pow(NdotH, shininess);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return 0.0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec3 getSpecular(vec3 viewNormal, vec3 viewPos, float shininess, float shadowing)
|
|
|
|
|
{
|
|
|
|
|
shininess = max(shininess, 1e-4);
|
|
|
|
|
vec3 viewDir = normalize(viewPos);
|
|
|
|
|
vec3 specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lcalcPosition(0)));
|
|
|
|
|
specularLight *= shadowing;
|
|
|
|
|
|
|
|
|
|
for (int i = @startLight; i < @endLight; ++i)
|
|
|
|
|
{
|
|
|
|
|
#if @lightingMethodUBO
|
|
|
|
|
int lightIndex = PointLightIndex[i];
|
|
|
|
|
#else
|
|
|
|
|
int lightIndex = i;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
|
|
|
|
|
float lightDistance = length(lightPos);
|
|
|
|
|
|
|
|
|
|
#if !@lightingMethodFFP
|
|
|
|
|
if (lightDistance > lcalcRadius(lightIndex) * 2.0)
|
|
|
|
|
continue;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
float illumination = lcalcIllumination(lightIndex, lightDistance);
|
|
|
|
|
float intensity = calcSpecIntensity(viewNormal, viewDir, shininess, normalize(lightPos));
|
|
|
|
|
specularLight += lcalcSpecular(lightIndex).xyz * intensity * illumination;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return specularLight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|