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

60 lines
No EOL
2.2 KiB
GLSL

/*
contributors: Patricio Gonzalez Vivo
description: Calculate spot light
use: lightSpot(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)
options:
- DIFFUSE_FNC: diffuseOrenNayar, diffuseBurley, diffuseLambert (default)
- SURFACE_POSITION: in glslViewer is v_position
- LIGHT_POSITION: in glslViewer is u_light
- LIGHT_COLOR: in glslViewer is u_lightColor
- LIGHT_INTENSITY: in glslViewer is u_lightIntensity
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
*/
#include "../specular.glsl"
#include "../diffuse.glsl"
#include "falloff.glsl"
#ifndef SURFACE_POSITION
#define SURFACE_POSITION vec3(0.0, 0.0, 0.0)
#endif
#ifndef LIGHT_POSITION
#define LIGHT_POSITION vec3(0.0, 10.0, -50.0)
#endif
#ifndef LIGHT_COLOR
#define LIGHT_COLOR vec3(0.5)
#endif
#ifndef LIGHT_INTENSITY
#define LIGHT_INTENSITY 1.0
#endif
#ifndef FNC_LIGHT_SPOT
#define FNC_LIGHT_SPOT
void lightSpot(const in vec3 _diffuseColor, const in vec3 _specularColor, const in vec3 _N, const in vec3 _V, const in float _NoV, const in float _roughness, const in float _f0, out vec3 _diffuse, out vec3 _specular) {
vec3 toLight = LIGHT_POSITION - (SURFACE_POSITION).xyz;
float toLightLength = length(toLight);
vec3 s = toLight/toLightLength;
float angle = acos(dot(-s, light.direction));
float cutoff1 = radians(clamp(light.spotLightCutoff - max(light.spotLightFactor, 0.01), 0.0, 89.9));
float cutoff2 = radians(clamp(light.spotLightCutoff, 0.0, 90.0));
if (angle < cutoff2) {
float dif = diffuseOrenNayar(s, _N, _V, _NoV, _roughness);
float fall = falloff(toLightLength, light.spotLightDistance);
float spec = specularCookTorrance(s, _N, _V, _NoV, _roughness);
_diffuse = LIGHT_INTENSITY * (_diffuseColor * LIGHT_COLOR * dif * fall) * smoothstep(cutoff2, cutoff1, angle);
_specular = LIGHT_INTENSITY * (_specularColor * LIGHT_COLOR * spec * fall) * smoothstep(cutoff2, cutoff1, angle);
}
else {
_diffuse = vec3(0.0);
_specular = vec3(0.0);
}
}
#endif