33 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			33 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | 
 | ||
|  | uniform sampler2D texIES; | ||
|  | 
 | ||
|  | float iesAttenuation(vec3 l) { | ||
|  | 
 | ||
|  | 	const float PI = 3.1415926535; | ||
|  | 	// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf | ||
|  | 	// Sample direction into light space | ||
|  | 	// vec3 iesSampleDirection = mul(light.worldToLight , -L); | ||
|  | 	// Cartesian to spherical | ||
|  | 	// Texture encoded with cos( phi ), scale from -1 - >1 to 0 - >1 | ||
|  | 	// float phiCoord = (iesSampleDirection.z * 0.5f) + 0.5f; | ||
|  | 	// float theta = atan2 (iesSampleDirection.y , iesSampleDirection .x); | ||
|  | 	// float thetaCoord = theta * (1.0 / (PI * 2.0)); | ||
|  | 	// float iesProfileScale = texture(texIES, vec2(thetaCoord, phiCoord)).r; | ||
|  | 	// return iesProfileScale; | ||
|  | 
 | ||
|  | 	// 1D texture | ||
|  | 	// vec3 pl = normalize(p - lightPos); | ||
|  | 	// float f = asin(dot(pl, l)) / PI + 0.5; | ||
|  | 	// return texture(texIES, vec2(f, 0.0)).r; | ||
|  | 
 | ||
|  | 	// 1D texture | ||
|  | 	// float cosTheta = dot(lightToPos, lightDir); | ||
|  | 	// float angle = acos(cosTheta) * (1.0 / PI); | ||
|  | 	// return texture(texIES, vec2(angle, 0.0), 0.0).r; | ||
|  | 
 | ||
|  | 	// Based on https://github.com/tobspr/RenderPipeline | ||
|  | 	float hor = acos(l.z) / PI; | ||
|  | 	float vert = atan(l.x, l.y) * (1.0 / (PI * 2.0)) + 0.5; | ||
|  | 	return texture(texIES, vec2(hor, vert)).r; | ||
|  | } |