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			99 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#include "lighting_util.glsl"
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void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
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{
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    vec3 lightDir = normalize(lcalcPosition(0));
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    float lambert = dot(viewNormal.xyz, lightDir);
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#ifndef GROUNDCOVER
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    lambert = max(lambert, 0.0);
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#else
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    float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
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    if (lambert < 0.0)
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    {
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        lambert = -lambert;
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        eyeCosine = -eyeCosine;
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    }
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    lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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    diffuseOut = lcalcDiffuse(0).xyz * lambert;
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}
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void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
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{
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    vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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    float lightDistance = length(lightPos);
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// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
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#if !@lightingMethodFFP
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    float radius = lcalcRadius(lightIndex);
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    if (lightDistance > radius * 2.0)
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    {
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        ambientOut = vec3(0.0);
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        diffuseOut = vec3(0.0);
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        return;
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    }
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#endif
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    lightPos = normalize(lightPos);
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    float illumination = lcalcIllumination(lightIndex, lightDistance);
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    ambientOut = lcalcAmbient(lightIndex) * illumination;
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    float lambert = dot(viewNormal.xyz, lightPos) * illumination;
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#ifndef GROUNDCOVER
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    lambert = max(lambert, 0.0);
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#else
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    float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
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    if (lambert < 0.0)
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    {
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        lambert = -lambert;
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        eyeCosine = -eyeCosine;
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    }
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    lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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    diffuseOut = lcalcDiffuse(lightIndex) * lambert;
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}
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#if PER_PIXEL_LIGHTING
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void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
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#else
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void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
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#endif
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{
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    vec3 ambientOut, diffuseOut;
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    perLightSun(diffuseOut, viewPos, viewNormal);
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    ambientLight = gl_LightModel.ambient.xyz;
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#if PER_PIXEL_LIGHTING
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    diffuseLight = diffuseOut * shadowing;
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#else
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    shadowDiffuse = diffuseOut;
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    diffuseLight = vec3(0.0);
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#endif
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    for (int i = @startLight; i < @endLight; ++i)
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    {
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#if @lightingMethodUBO
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        perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
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#else
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        perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
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#endif
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        ambientLight += ambientOut;
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        diffuseLight += diffuseOut;
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    }
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}
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vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
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{
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    vec3 lightDir = normalize(lcalcPosition(0));
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    float NdotL = dot(viewNormal, lightDir);
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    if (NdotL <= 0.0)
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        return vec3(0.0);
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    vec3 halfVec = normalize(lightDir - viewDirection);
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    float NdotH = dot(viewNormal, halfVec);
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    return pow(max(NdotH, 0.0), max(1e-4, shininess)) * lcalcSpecular(0).xyz * matSpec;
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}
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