54 lines
1.4 KiB
GLSL
54 lines
1.4 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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#include "std/ltc.glsl"
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#ifdef _Voxel
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#include "std/conetrace.glsl"
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#endif
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uniform vec3 light_area0;
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uniform vec3 light_area1;
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uniform vec3 light_area2;
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uniform vec3 light_area3;
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uniform sampler2D sltc_mat;
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uniform sampler2D sltc_mag;
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vec3 sample_light(const vec3 p, const vec3 n, const vec3 v, const float dotnv, const vec3 lp, const vec3 light_col,
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const vec3 albedo, const float rough, const vec3 f0, const float occ
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#ifdef _Voxel
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, sampler3D voxels, vec3 voxpos
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#endif
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) {
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vec3 ld = lp - p;
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vec3 l = normalize(ld);
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float dotnl = max(0.0, 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(sltc_mat, tuv, 0.0);
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mat3 inv = 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 = ltc_evaluate(n, v, dotnv, p, inv, light_area0, light_area1, light_area2, light_area3);
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ltcspec *= textureLod(sltc_mag, tuv, 0.0).a;
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float ltcdiff = ltc_evaluate(n, v, dotnv, p, mat3(1.0), light_area0, light_area1, light_area2, light_area3);
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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 *= light_col;
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direct *= clamp(dotnl + 2.0 * occ * occ - 1.0, 0.0, 1.0); // Micro shadowing
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#ifdef _Voxel
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direct *= 1.0 - trace_shadow(voxels, voxpos, l);
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#endif
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return direct;
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}
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#endif
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