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OpenMW/files/shaders/lighting.glsl
2021-10-25 10:23:16 -07:00

100 lines
2.9 KiB
GLSL

#include "lighting_util.glsl"
void perLightSun(out vec3 diffuseOut, vec3 viewPos, vec3 viewNormal)
{
vec3 lightDir = normalize(lcalcPosition(0));
float lambert = dot(viewNormal.xyz, lightDir);
#ifndef GROUNDCOVER
lambert = max(lambert, 0.0);
#else
float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
if (lambert < 0.0)
{
lambert = -lambert;
eyeCosine = -eyeCosine;
}
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
diffuseOut = lcalcDiffuse(0).xyz * lambert;
}
void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal)
{
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
float radius = lcalcRadius(lightIndex);
if (lightDistance > radius * 2.0)
{
ambientOut = vec3(0.0);
diffuseOut = vec3(0.0);
return;
}
#endif
lightPos = normalize(lightPos);
float illumination = lcalcIllumination(lightIndex, lightDistance);
ambientOut = lcalcAmbient(lightIndex) * illumination;
float lambert = dot(viewNormal.xyz, lightPos) * illumination;
#ifndef GROUNDCOVER
lambert = max(lambert, 0.0);
#else
float eyeCosine = dot(normalize(viewPos), viewNormal.xyz);
if (lambert < 0.0)
{
lambert = -lambert;
eyeCosine = -eyeCosine;
}
lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
#endif
diffuseOut = lcalcDiffuse(lightIndex) * lambert;
}
#if PER_PIXEL_LIGHTING
void doLighting(vec3 viewPos, vec3 viewNormal, float shadowing, out vec3 diffuseLight, out vec3 ambientLight)
#else
void doLighting(vec3 viewPos, vec3 viewNormal, out vec3 diffuseLight, out vec3 ambientLight, out vec3 shadowDiffuse)
#endif
{
vec3 ambientOut, diffuseOut;
perLightSun(diffuseOut, viewPos, viewNormal);
ambientLight = gl_LightModel.ambient.xyz;
#if PER_PIXEL_LIGHTING
diffuseLight = diffuseOut * shadowing;
#else
shadowDiffuse = diffuseOut;
diffuseLight = vec3(0.0);
#endif
for (int i = @startLight; i < @endLight; ++i)
{
#if @lightingMethodUBO
perLightPoint(ambientOut, diffuseOut, PointLightIndex[i], viewPos, viewNormal);
#else
perLightPoint(ambientOut, diffuseOut, i, viewPos, viewNormal);
#endif
ambientLight += ambientOut;
diffuseLight += diffuseOut;
}
}
vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matSpec)
{
vec3 lightDir = normalize(lcalcPosition(0));
float NdotL = dot(viewNormal, lightDir);
if (NdotL <= 0.0)
return vec3(0.0);
vec3 halfVec = normalize(lightDir - viewDirection);
float NdotH = dot(viewNormal, halfVec);
return pow(max(NdotH, 0.0), max(1e-4, shininess)) * lcalcSpecular(0).xyz * matSpec;
}