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96 lines
No EOL
3.5 KiB
Text
Executable file
96 lines
No EOL
3.5 KiB
Text
Executable file
<!
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// DeferredLighting.slh
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 1/15/15.
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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_LIGHTING_SLH@>
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<@def DEFERRED_LIGHTING_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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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 * (direction.x * direction.x - direction.y * direction.y) +
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C3 * sh.L20 * direction.z * direction.z +
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C4 * sh.L00 - C5 * sh.L20 +
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2.0 * C1 * ( sh.L2m2 * direction.x * direction.y +
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sh.L21 * direction.x * direction.z +
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sh.L2m1 * direction.y * direction.z ) +
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2.0 * C2 * ( sh.L11 * direction.x +
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sh.L1m1 * direction.y +
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sh.L10 * direction.z ) ;
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return value;
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}
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uniform SphericalHarmonics ambientSphere;
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vec3 evalAmbientColor(vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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return diffuse.rgb * gl_FrontLightProduct[0].ambient.rgb;
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}
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vec3 evalAmbientSphereColor(vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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vec3 ambientLight = 0.5 * evalSphericalLight(ambientSphere, normal).xyz;
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return diffuse.rgb * ambientLight;
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}
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vec3 evalDirectionalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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// Diffuse Lighting
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float diffuseDot = dot(normal, gl_LightSource[0].position.xyz);
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float facingLight = step(0.0, diffuseDot) * shadowAttenuation;
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vec3 diffuseColor = diffuse * (gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontLightProduct[0].diffuse.rgb * (diffuseDot * facingLight));
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// compute the specular multiplier (sans exponent)
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float specularPower = facingLight * max(0.0,
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dot(normalize(gl_LightSource[0].position.xyz - normalize(position)), normal));
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vec3 specularColor = pow(specularPower, gloss * 128.0) * specular;
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// add specular contribution
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return vec3(diffuseColor + specularColor);
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}
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vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, vec3 lightmap) {
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float diffuseDot = dot(normal, gl_LightSource[0].position.xyz);
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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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// 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) * 0.5 * lightmap;
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return diffuse * (ambientLight + diffuseLight);
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}
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<@endif@> |