136 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#ifndef _LIGHT_MOBILE_GLSL_
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#define _LIGHT_MOBILE_GLSL_
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#include "compiled.inc"
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#include "std/brdf.glsl"
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#ifdef _ShadowMap
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#include "std/shadows.glsl"
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#endif
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#ifdef _Spot
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#include "std/light_common.glsl"
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#endif
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#ifdef _ShadowMap
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	#ifdef _SinglePoint
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		#ifdef _Spot
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		uniform sampler2DShadow shadowMapSpot[1];
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		uniform mat4 LWVPSpot[1];
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		#else
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		uniform samplerCubeShadow shadowMapPoint[1];
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		uniform vec2 lightProj;
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		#endif
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	#endif
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	#ifdef _Clusters
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		#ifdef _SingleAtlas
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		//!uniform sampler2DShadow shadowMapAtlas;
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		#endif
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		uniform vec2 lightProj;
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		#ifdef _ShadowMapAtlas
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		#ifndef _SingleAtlas
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		uniform sampler2DShadow shadowMapAtlasPoint;
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		#endif
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		#else
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		uniform samplerCubeShadow shadowMapPoint[4];
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		#endif
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		#ifdef _Spot
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			#ifdef _ShadowMapAtlas
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			#ifndef _SingleAtlas
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			uniform sampler2DShadow shadowMapAtlasSpot;
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			#endif
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			#else
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			uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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			#endif
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			uniform mat4 LWVPSpotArray[maxLightsCluster];
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		#endif
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	#endif
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#endif
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vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol,
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	const vec3 albedo, const float rough, const float spec, const vec3 f0
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	#ifdef _ShadowMap
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		, int index, float bias, bool receiveShadow
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	#endif
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	#ifdef _Spot
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		, bool isSpot, float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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	#endif
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	) {
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	vec3 ld = lp - p;
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	vec3 l = normalize(ld);
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	vec3 h = normalize(v + l);
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	float dotNH = max(0.0, dot(n, h));
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	float dotVH = max(0.0, dot(v, h));
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	float dotNL = max(0.0, dot(n, l));
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	vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
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				  specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;
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	direct *= lightCol;
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	direct *= attenuate(distance(p, lp));
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	#ifdef _Spot
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	if (isSpot) {
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		direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend);
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		#ifdef _ShadowMap
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			if (receiveShadow) {
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				#ifdef _SinglePoint
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				vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0);
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				direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
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				#endif
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				#ifdef _Clusters
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					vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0);
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					#ifdef _ShadowMapAtlas
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						direct *= shadowTest(
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							#ifndef _SingleAtlas
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							shadowMapAtlasSpot
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							#else
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							shadowMapAtlas
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							#endif
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							, lPos.xyz / lPos.w, bias
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						);
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					#else
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							 if (index == 0) direct *= shadowTest(shadowMapSpot[0], lPos.xyz / lPos.w, bias);
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						else if (index == 1) direct *= shadowTest(shadowMapSpot[1], lPos.xyz / lPos.w, bias);
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						else if (index == 2) direct *= shadowTest(shadowMapSpot[2], lPos.xyz / lPos.w, bias);
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						else if (index == 3) direct *= shadowTest(shadowMapSpot[3], lPos.xyz / lPos.w, bias);
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					#endif
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				#endif
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			}
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		#endif
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		return direct;
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	}
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	#endif
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	#ifdef _ShadowMap
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		if (receiveShadow) {
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			#ifdef _SinglePoint
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			#ifndef _Spot
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			direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n);
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			#endif
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			#endif
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			#ifdef _Clusters
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				#ifdef _ShadowMapAtlas
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				direct *= PCFFakeCube(
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					#ifndef _SingleAtlas
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					shadowMapAtlasPoint
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					#else
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					shadowMapAtlas
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					#endif
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					, ld, -l, bias, lightProj, n, index
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				);
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				#else
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					 if (index == 0) direct *= PCFCube(shadowMapPoint[0], ld, -l, bias, lightProj, n);
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				else if (index == 1) direct *= PCFCube(shadowMapPoint[1], ld, -l, bias, lightProj, n);
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				else if (index == 2) direct *= PCFCube(shadowMapPoint[2], ld, -l, bias, lightProj, n);
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				else if (index == 3) direct *= PCFCube(shadowMapPoint[3], ld, -l, bias, lightProj, n);
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				#endif
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			#endif
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		}
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	#endif
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	return direct;
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}
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#endif
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