// Generated on <$_SCRIBE_DATE$> // // Created by Sam Gateau on 7/5/16. // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@func declareLightingDirectional(supportScattering)@> void evalLightingDirectional(out vec3 diffuse, out vec3 specular, vec3 lightDir, vec3 lightIrradiance, vec3 eyeDir, vec3 normal, float roughness, float metallic, vec3 fresnel, vec3 albedo, float shadow <@if supportScattering@> , float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature <@endif@> ) { // Attenuation vec3 lightEnergy = shadow * lightIrradiance; evalFragShading(diffuse, specular, normal, -lightDir, eyeDir, metallic, fresnel, roughness, albedo <@if supportScattering@> ,scattering, midNormalCurvature, lowNormalCurvature <@endif@> ); diffuse *= lightEnergy * isDiffuseEnabled() * isDirectionalEnabled(); specular *= lightEnergy * isSpecularEnabled() * isDirectionalEnabled(); } <@endfunc@>