overte/libraries/render-utils/src/LightPoint.slh
2016-07-12 18:21:31 -07:00

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// 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 declareLightingPoint(supportScattering)@>
void evalLightingPoint(out vec3 diffuse, out vec3 specular, Light light,
vec3 fragLightVec, vec3 fragEyeDir, vec3 normal, float roughness,
float metallic, vec3 fresnel, vec3 albedo, float shadow
<@if supportScattering@>
, float scattering, vec4 midNormalCurvature, vec4 lowNormalCurvature
<@endif@>
) {
// Allright we re valid in the volume
float fragLightDistance = length(fragLightVec);
vec3 fragLightDir = fragLightVec / fragLightDistance;
// Eval attenuation
float radialAttenuation = evalLightAttenuation(light, fragLightDistance);
vec3 lightEnergy = radialAttenuation * shadow * getLightColor(light) * getLightIntensity(light);
// Eval shading
evalFragShading(diffuse, specular, normal, fragLightDir, fragEyeDir, metallic, fresnel, roughness, albedo
<@if supportScattering@>
,scattering, midNormalCurvature, lowNormalCurvature
<@endif@>
);
diffuse *= lightEnergy * isDiffuseEnabled() * isPointEnabled();
specular *= lightEnergy * isSpecularEnabled() * isPointEnabled();
if (isShowLightContour() > 0.0) {
// Show edge
float edge = abs(2.0 * ((getLightRadius(light) - fragLightDistance) / (0.1)) - 1.0);
if (edge < 1) {
float edgeCoord = exp2(-8.0*edge*edge);
diffuse = vec3(edgeCoord * edgeCoord * getLightShowContour(light) * getLightColor(light));
}
}
}
<@endfunc@>