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120 lines
4.2 KiB
Text
Executable file
120 lines
4.2 KiB
Text
Executable file
<!
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// DeferredGlobalLight.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 2/5/15.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not DEFERRED_GLOBAL_LIGHT_SLH@>
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<@def DEFERRED_GLOBAL_LIGHT_SLH@>
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<@include DeferredLighting.slh@>
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struct SphericalHarmonics {
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vec4 L00;
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vec4 L1m1;
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vec4 L10;
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vec4 L11;
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vec4 L2m2;
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vec4 L2m1;
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vec4 L20;
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vec4 L21;
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vec4 L22;
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};
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vec4 evalSphericalLight(SphericalHarmonics sh, vec3 direction ) {
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vec3 dir = direction.xzy; // we don;t understand why yet but we need to use z as vertical axis?
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const float C1 = 0.429043;
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const float C2 = 0.511664;
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const float C3 = 0.743125;
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const float C4 = 0.886227;
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const float C5 = 0.247708;
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vec4 value = C1 * sh.L22 * (dir.x * dir.x - dir.y * dir.y) +
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C3 * sh.L20 * dir.z * dir.z +
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C4 * sh.L00 - C5 * sh.L20 +
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2.0 * C1 * ( sh.L2m2 * dir.x * dir.y +
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sh.L21 * dir.x * dir.z +
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sh.L2m1 * dir.y * dir.z ) +
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2.0 * C2 * ( sh.L11 * dir.x +
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sh.L1m1 * dir.y +
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sh.L10 * dir.z ) ;
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return value;
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}
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// Need one SH
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uniform SphericalHarmonics ambientSphere;
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// Everything about light
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<@include model/Light.slh@>
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// The view Matrix
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uniform mat4 invViewMat;
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vec3 evalAmbienGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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// Need the light now
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Light light = getLight();
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 color = diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
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return color;
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}
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vec3 evalAmbienSphereGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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// Need the light now
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Light light = getLight();
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vec3 fragNormal = normalize(vec3(invViewMat * vec4(normal, 0.0)));
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 ambientNormal = fragNormal.xyz;
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vec3 color = diffuse.rgb * evalSphericalLight(ambientSphere, ambientNormal).xyz * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
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return color;
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}
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vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, vec3 lightmap) {
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Light light = getLight();
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vec3 fragNormal = vec3(invViewMat * vec4(normal, 0.0));
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float diffuseDot = dot(fragNormal, -getLightDirection(light));
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// need to catch normals perpendicular to the projection plane hence the magic number for the threshold
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// it should be just 0, but we have innacurracy so we need to overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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//float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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// evaluate the shadow test but only relevant for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * lightmap;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
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return diffuse * (ambientLight + diffuseLight);
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}
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<@endif@>
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