60 lines
No EOL
2.2 KiB
GLSL
60 lines
No EOL
2.2 KiB
GLSL
/*
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contributors: Patricio Gonzalez Vivo
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description: Calculate spot light
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use: lightSpot(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)
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options:
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- DIFFUSE_FNC: diffuseOrenNayar, diffuseBurley, diffuseLambert (default)
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- SURFACE_POSITION: in glslViewer is v_position
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- LIGHT_POSITION: in glslViewer is u_light
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- LIGHT_COLOR: in glslViewer is u_lightColor
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- LIGHT_INTENSITY: in glslViewer is u_lightIntensity
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#include "../specular.glsl"
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#include "../diffuse.glsl"
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#include "falloff.glsl"
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#ifndef SURFACE_POSITION
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#define SURFACE_POSITION vec3(0.0, 0.0, 0.0)
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#endif
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#ifndef LIGHT_POSITION
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#define LIGHT_POSITION vec3(0.0, 10.0, -50.0)
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#endif
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#ifndef LIGHT_COLOR
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#define LIGHT_COLOR vec3(0.5)
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#endif
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#ifndef LIGHT_INTENSITY
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#define LIGHT_INTENSITY 1.0
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#endif
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#ifndef FNC_LIGHT_SPOT
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#define FNC_LIGHT_SPOT
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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) {
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vec3 toLight = LIGHT_POSITION - (SURFACE_POSITION).xyz;
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float toLightLength = length(toLight);
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vec3 s = toLight/toLightLength;
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float angle = acos(dot(-s, light.direction));
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float cutoff1 = radians(clamp(light.spotLightCutoff - max(light.spotLightFactor, 0.01), 0.0, 89.9));
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float cutoff2 = radians(clamp(light.spotLightCutoff, 0.0, 90.0));
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if (angle < cutoff2) {
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float dif = diffuseOrenNayar(s, _N, _V, _NoV, _roughness);
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float fall = falloff(toLightLength, light.spotLightDistance);
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float spec = specularCookTorrance(s, _N, _V, _NoV, _roughness);
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_diffuse = LIGHT_INTENSITY * (_diffuseColor * LIGHT_COLOR * dif * fall) * smoothstep(cutoff2, cutoff1, angle);
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_specular = LIGHT_INTENSITY * (_specularColor * LIGHT_COLOR * spec * fall) * smoothstep(cutoff2, cutoff1, angle);
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}
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else {
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_diffuse = vec3(0.0);
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_specular = vec3(0.0);
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}
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}
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#endif |