63 lines
1.5 KiB
GLSL
63 lines
1.5 KiB
GLSL
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#ifndef _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#include "../std/brdf.glsl"
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#include "../std/math.glsl"
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#ifdef _VoxelAOvar
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#include "../std/conetrace.glsl"
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#endif
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#include "../std/ltc.glsl"
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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const vec3 albedo, const float rough, const vec3 f0
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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, sampler3D voxels, vec3 voxpos
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#endif
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#endif
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, float occ
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) {
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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vec3 h = normalize(v + l);
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float dotNH = dot(n, h);
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float dotVH = dot(v, h);
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float dotNL = dot(n, l);
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * 0.05;
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direct *= attenuate(distance(p, lp));
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direct *= lightCol;
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direct *= dotNL + 2.0 * occ * occ - 1.0;
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#ifdef _VoxelAOvar
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#ifdef _VoxelShadow
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direct *= 1.0 - traceShadow(voxels, voxpos, l);
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#endif
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#endif
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return direct;
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}
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#endif
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