142 lines
3.5 KiB
GLSL
142 lines
3.5 KiB
GLSL
#ifndef LIGHT_GLSL
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#define LIGHT_GLSL
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#define MAX_LIGHTS 16
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#define NUM_SHADOW_CASCADES 4
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#include "brdf.glsl"
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struct light_t {
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int type;
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vec3 diffuse;
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vec3 specular;
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vec3 ambient;
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vec3 pos;
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vec3 dir;
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float power;
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float radius;
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float innerCone;
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float outerCone;
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bool processed_shadows;
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// falloff
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float constant;
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float linear;
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float quadratic;
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// shadows
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mat4 shadow_matrix[NUM_SHADOW_CASCADES];
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float shadow_bias;
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float normal_bias;
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float min_variance;
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float variance_transition;
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};
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const int LIGHT_DIRECTIONAL = 0;
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const int LIGHT_POINT = 1;
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const int LIGHT_SPOT = 2;
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uniform int u_num_lights;
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uniform light_t u_lights[MAX_LIGHTS];
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#ifdef FS_PASS
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#include "shadowmap.glsl"
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#endif
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struct material_t {
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vec3 albedo;
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vec3 normal;
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vec3 F0;
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float roughness;
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float metallic;
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float alpha;
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};
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vec3 shading_light(light_t l, material_t m) {
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vec3 lightDir;
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float attenuation = 1.0;
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if (l.type == LIGHT_DIRECTIONAL) {
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lightDir = normalize(-l.dir);
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} else if (l.type == LIGHT_POINT || l.type == LIGHT_SPOT) {
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vec3 toLight = l.pos - v_position_ws;
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lightDir = normalize(toLight);
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float distance = length(toLight);
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/* fast-reject based on radius */
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if (l.radius != 0.0 && distance > l.radius) {
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return vec3(0,0,0);
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}
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attenuation = 1.0 / (l.constant + l.linear * distance + l.quadratic * (distance * distance));
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if (l.type == LIGHT_SPOT) {
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float angle = dot(l.dir, -lightDir);
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if (angle > l.innerCone) {
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float intensity = (angle-l.innerCone)/(l.outerCone-l.innerCone);
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attenuation *= clamp(intensity, 0.0, 1.0);
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} else {
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attenuation = 0.0;
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}
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}
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}
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// fast-rejection for faraway vertices
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if (attenuation <= 0.01) {
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return vec3(0,0,0);
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}
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#ifdef SHADING_PBR
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vec3 radiance = l.diffuse * BOOST_LIGHTING;
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vec3 V = normalize( v_to_camera );
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vec3 N = m.normal;
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vec3 L = normalize( lightDir );
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vec3 H = normalize( V + L );
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vec3 F = fresnel_schlick( H, V, m.F0 );
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= 1.0 - m.metallic;
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// Premultiplied alpha applied to the diffuse component only
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kD *= m.alpha;
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float D = distribution_ggx( N, H, m.roughness );
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float G = geometry_smith( N, V, L, m.roughness );
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vec3 num = D * F * G;
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float denom = 4. * max( 0., dot( N, V ) ) * max( 0., dot( N, L ) );
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vec3 specular = kS * (num / max( 0.001, denom ));
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float NdotL = max( 0., dot( N, L ) );
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return ( kD * ( m.albedo / PI ) + specular ) * radiance * NdotL * attenuation;
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#else
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vec3 n = normalize(v_normal_ws);
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float diffuse = max(dot(n, lightDir), 0.0);
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vec3 halfVec = normalize(lightDir + u_cam_dir);
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float specular = pow(max(dot(n, halfVec), 0.0), l.power);
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return (attenuation*l.ambient + diffuse*attenuation*l.diffuse + specular*attenuation*l.specular);
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#endif
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}
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vec3 lighting(material_t m) {
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vec3 lit = vec3(0,0,0);
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#ifndef SHADING_NONE
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for (int i=0; i<u_num_lights; i++) {
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vec3 lit_contrib = shading_light(u_lights[i], m);
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#ifdef FS_PASS
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if (lit_contrib.xyz != vec3(0,0,0)) {
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lit += lit_contrib * shadowing(i).xyz;
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}
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#endif
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}
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#endif
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return lit;
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}
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#endif |