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39 lines
1.1 KiB
Text
39 lines
1.1 KiB
Text
// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Sam Gateau on 7/5/16.
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// Copyright 2016 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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<@include ShadingModel.slh@>
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<@func declareLightingDirectional(supportScattering)@>
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void evalLightingDirectional(out vec3 diffuse, out vec3 specular, vec3 lightDir, vec3 lightIrradiance,
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SurfaceData surface,
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float metallic, vec3 fresnel, vec3 albedo, float shadow
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<@if supportScattering@>
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, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
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<@endif@>
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) {
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// Attenuation
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vec3 lightEnergy = shadow * lightIrradiance;
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updateSurfaceDataWithLight(surface, -lightDir);
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evalFragShading(diffuse, specular, metallic, fresnel, surface, albedo
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<@if supportScattering@>
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,scattering, midNormalCurvature, lowNormalCurvature
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<@endif@>
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);
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lightEnergy *= isDirectionalEnabled();
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diffuse *= lightEnergy * isDiffuseEnabled();
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specular *= lightEnergy * isSpecularEnabled();
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}
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<@endfunc@>
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