118 lines
4.0 KiB
GLSL
118 lines
4.0 KiB
GLSL
/**
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* @file lightInfo.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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struct DirectionalLightInfo
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{
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vec4 pos;
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float depth;
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vec4 normal;
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vec3 normalizedLightDirection;
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vec3 normalizedToLight;
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float lightIntensity;
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vec3 lightDiffuseColor;
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float specExponent;
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float shadow;
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};
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struct SpotLightInfo
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{
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vec4 pos;
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float depth;
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vec4 normal;
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vec3 normalizedLightDirection;
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vec3 normalizedToLight;
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float lightIntensity;
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float attenuation;
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float distanceToLight;
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vec3 lightDiffuseColor;
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float innerHalfAngleCos;
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float outerHalfAngleCos;
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float spotExponent;
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float specExponent;
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float shadow;
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};
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struct PointLightInfo
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{
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vec4 pos;
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float depth;
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vec4 normal;
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vec3 normalizedToLight;
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float lightIntensity;
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float attenuation;
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float distanceToLight;
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vec3 lightDiffuseColor;
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float lightRadius;
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float specExponent;
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vec3 worldspaceLightDirection;
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float shadow;
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};
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float attenuate(float attenuationSelection, float distanceToLight)
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{
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// LLRENDER_REVIEW
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// sh/could eventually consume attenuation func defined in texture
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return (attenuationSelection == 0.0f) ? 1.0f : // none
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(attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten
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(attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten
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: (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten
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}
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vec3 lightDirectional(struct DirectionalLightInfo dli)
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{
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float lightIntensity = dli.lightIntensity;
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lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection);
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//lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix);
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return lightIntensity * dli.lightDiffuseColor;
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}
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vec3 lightSpot(struct SpotLightInfo sli)
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{
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float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos);
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float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0);
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float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent);
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float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight);
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float lightIntensity = sli.lightIntensity;
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lightIntensity *= distanceAttenuation;
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lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0);
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lightIntensity *= coneAttenFactor;
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lightIntensity *= sli.shadow;
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return lightIntensity * sli.lightDiffuseColor;
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}
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vec3 lightPoint(struct PointLightInfo pli)
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{
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float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius
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float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight);
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float lightIntensity = pli.lightIntensity;
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lightIntensity*= distanceAttenuation;
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lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0);
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lightIntensity *= pli.shadow;
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lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0);
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return lightIntensity * pli.lightDiffuseColor;
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}
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