float calculateDiffuseAreaOld(in vec3 lightDir, in vec3 lightPos, in vec4 lightUp, in vec4 lightRt, in vec3 worldPos, out vec3 outDir) { if ( dot( worldPos-lightPos, lightDir) < 0.0 ) return 0.0; 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; }