fuckingtech/public/assets/glsl/lygia/lighting/light/directionalEvaluate.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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2.2 KiB
GLSL

#include "../specular.glsl"
#include "../diffuse.glsl"
/*
contributors: [Patricio Gonzalez Vivo, Shadi El Hajj]
description: Calculate directional light
use: <void> lightDirectionalEvaluate(<LightDirectional> L, <Material> mat, inout <ShadingData> shadingData)
options:
- DIFFUSE_FNC: diffuseOrenNayar, diffuseBurley, diffuseLambert (default)
- LIGHT_POSITION: in GlslViewer is u_light
- LIGHT_DIRECTION
- LIGHT_COLOR: in GlslViewer is u_lightColor
- LIGHT_INTENSITY: in GlslViewer is u_lightIntensity
- RAYMARCH_SHADOWS: enable raymarched shadows
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_LIGHT_DIRECTIONAL_EVALUATE
#define FNC_LIGHT_DIRECTIONAL_EVALUATE
void lightDirectionalEvaluate(LightDirectional L, Material mat, inout ShadingData shadingData) {
shadingData.L = L.direction;
shadingData.H = normalize(L.direction + shadingData.V);
shadingData.NoL = saturate(dot(shadingData.N, L.direction));
shadingData.NoH = saturate(dot(shadingData.N, shadingData.H));
#ifdef FNC_RAYMARCH_SOFTSHADOW
float shadow = raymarchSoftShadow(mat.position, L.direction);
#else
float shadow = 1.0;
#endif
float dif = diffuse(shadingData);
vec3 spec = specular(shadingData);
vec3 lightContribution = L.color * L.intensity * shadow * shadingData.NoL;
shadingData.directDiffuse += max(vec3(0.0, 0.0, 0.0), shadingData.diffuseColor * lightContribution * dif);
shadingData.directSpecular += max(vec3(0.0, 0.0, 0.0), lightContribution * spec) * shadingData.energyCompensation;
#ifdef SHADING_MODEL_SUBSURFACE
float scatterVoH = saturate(dot(shadingData.V, -L.direction));
float forwardScatter = exp2(scatterVoH * mat.subsurfacePower - mat.subsurfacePower);
float backScatter = saturate(shadingData.NoL * mat.subsurfaceThickness + (1.0 - mat.subsurfaceThickness)) * 0.5;
float subsurface = mix(backScatter, 1.0, forwardScatter) * (1.0 - mat.subsurfaceThickness);
shadingData.directDiffuse += mat.subsurfaceColor * (subsurface * diffuseLambertConstant());
#endif
}
#endif