diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/defaultMaterialLighting.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/defaultMaterialLighting.glsllib | 80 |
2 files changed, 0 insertions, 80 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/defaultMaterialLighting.glsllib b/src/Runtime/ogl-runtime/res/effectlib/defaultMaterialLighting.glsllib deleted file mode 100644 index e96a4509..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/defaultMaterialLighting.glsllib +++ /dev/null @@ -1,80 +0,0 @@ -/** - * UICViewer lighting equation implementations - */ - -#ifndef DEFAULT_MATERIAL_LIGHTING -#define DEFAULT_MATERIAL_LIGHTING - -#include "diffuseReflectionBSDF.glsllib" -#include "luminance.glsllib" -#include "specularBSDF.glsllib" - -#include "funccalculatePointLightAttenuation.glsllib" -#include "funcgetTransformedUVCoords.glsllib" - -vec2 calculateLightParameters( vec3 lightDir, vec3 normalDir ) -{ - vec2 retval; - retval.x = max( 0.0, -1.0 * dot( lightDir, normalDir ) ); //diffuseIntensity - retval.y = clamp( retval.x * 4.0, 0.0, 1.0 ); //selfShadowTerm - return retval; -} -vec2 calculateWrapLightParameters( vec3 lightDir, vec3 normalDir, float wrap ) -{ - vec2 retval; - retval.x = max( 0.0, -1.0 * ((dot(lightDir, normalDir) + wrap)/ (1.0 + wrap)) ); //diffuseIntensity - retval.y = clamp( retval.x, 0.0, 1.0 ); //selfShadowTerm - return retval; -} - -vec3 calculateDirectionalAddition( vec3 lightColor, vec2 lightParameters ) { - return ( lightColor * lightParameters.x * lightParameters.y ); -} - -vec3 calculateSpecularAddition( vec3 lightDir, vec3 normalDir, vec3 viewVec, vec3 lightSpecularColor, float specularAmount - , float specularRoughness, vec2 lightParameters ) -{ - vec3 reflection = normalize( 2.0 * lightParameters.x * normalDir + lightDir ); - return ( lightParameters.y * specularAmount * lightSpecularColor * pow( clamp( dot( reflection, viewVec ), 0.0, 1.0 ), specularRoughness ) ); -} - -float calculateDiffuseAreaFactors( in vec3 lightDir, in vec3 lightPos, in vec4 lightUp, in vec4 lightRt, in vec3 worldPos, out vec3 outDir ) -{ - vec3 v0 = lightPos - (lightRt.xyz * lightRt.w * 0.5) - (lightUp.xyz * lightUp.w * 0.5); - vec3 v1 = lightPos - (lightRt.xyz * lightRt.w * 0.5) + (lightUp.xyz * lightUp.w * 0.5); - vec3 v2 = lightPos + (lightRt.xyz * lightRt.w * 0.5) + (lightUp.xyz * lightUp.w * 0.5); - vec3 v3 = lightPos + (lightRt.xyz * lightRt.w * 0.5) - (lightUp.xyz * lightUp.w * 0.5); - v0 = normalize( v0 - worldPos ); v1 = normalize( v1 - worldPos ); - v2 = normalize( v2 - worldPos ); v3 = normalize( v3 - worldPos ); - float a01 = acos( clamp( dot(v0, v1), -1.0, 1.0 ) ); - float a12 = acos( clamp( dot(v1, v2), -1.0, 1.0 ) ); - float a23 = acos( clamp( dot(v2, v3), -1.0, 1.0 ) ); - float a30 = acos( clamp( dot(v3, v0), -1.0, 1.0 ) ); - outDir = vec3( 0.0 ); - outDir -= normalize(cross( v0, v1 )) * a01; - outDir -= normalize(cross( v1, v2 )) * a12; - outDir -= normalize(cross( v2, v3 )) * a23; - outDir -= normalize(cross( v3, v0 )) * a30; - float retVal = length(outDir) * 0.15915494309; // solid angle / 2*pi - outDir = -normalize(outDir); - retVal *= clamp( dot( worldPos-lightPos, lightDir), 0.0, 1.0 ); - return retVal; -} - -vec3 calculateSpecDirection( in vec3 lightDir, in vec3 lightPos, in vec4 lightUp, in vec4 lightRt, in vec3 worldPos, in vec3 worldNorm, in vec3 viewDir ) -{ - vec3 reflDir = reflect(viewDir, worldNorm); - vec3 ldir = normalize( lightPos - worldPos ); - if ( dot( ldir, lightDir ) > 0.0 ) { return vec3(0.0001); } - float t = (dot(lightDir, worldPos) - dot(lightDir, lightPos)) / dot(lightDir, reflDir); - if ( t < 0.0 ) { return vec3(0.0001); } - vec3 xsectPos = worldPos - t * reflDir; - float tx = dot( xsectPos - lightPos, lightRt.xyz ); - float ty = dot( xsectPos - lightPos, lightUp.xyz ); - tx = clamp(tx, -lightRt.w*0.5, lightRt.w*0.5); - ty = clamp(ty, -lightUp.w*0.5, lightUp.w*0.5); - xsectPos = lightPos + lightUp.xyz * ty + lightRt.xyz * tx; - return normalize( worldPos - xsectPos ); -} - -#endif |