1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2024-12-29 12:20:41 +00:00
OpenMW/files/shaders/lib/light/lighting.glsl
2023-12-15 11:44:54 +03:00

84 lines
2.7 KiB
GLSL

#ifndef LIB_LIGHT_LIGHTING
#define LIB_LIGHT_LIGHTING
#include "lighting_util.glsl"
float calcLambert(vec3 viewNormal, vec3 lightDir, vec3 viewDir)
{
float lambert = dot(viewNormal, lightDir);
#ifndef GROUNDCOVER
lambert = max(lambert, 0.0);
#else
float eyeCosine = dot(viewNormal, viewDir);
if (lambert < 0.0)
{
lambert = -lambert;
eyeCosine = -eyeCosine;
}
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
return lambert;
}
float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
{
if (dot(viewNormal, lightDir) > 0.0)
{
vec3 halfVec = normalize(lightDir - viewDir);
float NdotH = max(dot(viewNormal, halfVec), 0.0);
return pow(NdotH, shininess);
}
return 0.0;
}
#if PER_PIXEL_LIGHTING
void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, float shadowing, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight)
#else
void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight, out vec3 shadowDiffuse, out vec3 shadowSpecular)
#endif
{
vec3 viewDir = normalize(viewPos);
shininess = max(shininess, 1e-4);
vec3 sunDir = normalize(lcalcPosition(0));
diffuseLight = lcalcDiffuse(0) * calcLambert(viewNormal, sunDir, viewDir);
ambientLight = gl_LightModel.ambient.xyz;
specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, sunDir);
#if PER_PIXEL_LIGHTING
diffuseLight *= shadowing;
specularLight *= shadowing;
#else
shadowDiffuse = diffuseLight;
shadowSpecular = specularLight;
diffuseLight = vec3(0.0);
specularLight = vec3(0.0);
#endif
for (int i = @startLight; i < @endLight; ++i)
{
#if @lightingMethodUBO
int lightIndex = PointLightIndex[i];
#else
int lightIndex = i;
#endif
vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
float lightDistance = length(lightPos);
// cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
#if !@lightingMethodFFP
if (lightDistance > lcalcRadius(lightIndex) * 2.0)
continue;
#endif
vec3 lightDir = lightPos / lightDistance;
float illumination = lcalcIllumination(lightIndex, lightDistance);
diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
ambientLight += lcalcAmbient(lightIndex) * illumination;
specularLight += lcalcSpecular(lightIndex).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, lightDir) * illumination;
}
}
#endif