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Update leenkx/Shaders/std/light.glsl
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@ -1,239 +1,244 @@
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#ifndef _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#include "compiled.inc"
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#include "std/brdf.glsl"
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#include "std/math.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 _VoxelShadow
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#include "std/conetrace.glsl"
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//!uniform sampler2D voxels_shadows;
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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#endif
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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _SSRS
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#include "std/ssrs.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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#ifndef _LTC
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uniform sampler2DShadow shadowMapSpot[1];
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uniform sampler2D shadowMapSpotTransparent[1];
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uniform mat4 LWVPSpot[1];
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[1];
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uniform samplerCube shadowMapPointTransparent[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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//!uniform sampler2D shadowMapAtlasTransparent;
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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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uniform sampler2D shadowMapAtlasPointTransparent;
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[4];
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uniform samplerCube shadowMapPointTransparent[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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uniform sampler2D shadowMapAtlasSpotTransparent;
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#endif
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#else
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uniform sampler2DShadow shadowMapSpot[4];
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uniform sampler2D shadowMapSpotTransparent[4];
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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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#ifdef _LTC
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifndef _Spot
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#ifdef _SinglePoint
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uniform sampler2DShadow shadowMapSpot[1];
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uniform sampler2D shadowMapSpotTransparent[1];
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uniform mat4 LWVPSpot[1];
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#endif
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#ifdef _Clusters
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uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
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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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#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, bool transparent
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _VoxelShadow
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, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount]
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#endif
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#ifdef _MicroShadowing
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, float occ
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#endif
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#ifdef _SSRS
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, sampler2D gbufferD, mat4 invVP, vec3 eye
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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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#ifdef _LTC
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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#else
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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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#endif
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direct *= attenuate(distance(p, lp));
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direct *= lightCol;
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#ifdef _MicroShadowing
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direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
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#endif
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#ifdef _SSRS
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direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
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#endif
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#ifdef _VoxelShadow
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direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad;
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#endif
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#ifdef _LTC
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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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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if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
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#endif
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}
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#endif
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return direct;
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#endif
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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], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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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, shadowMapAtlasSpotTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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, lPos.xyz / lPos.w, bias, transparent
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);
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#else
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if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
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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 _LightIES
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direct *= iesAttenuation(-l);
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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], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
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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, shadowMapAtlasPointTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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, ld, -l, bias, lightProj, n, index, transparent
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);
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#else
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if (index == 0) direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
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else if (index == 1) direct *= PCFCube(shadowMapPoint[1], shadowMapPointTransparent[1], ld, -l, bias, lightProj, n, transparent);
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else if (index == 2) direct *= PCFCube(shadowMapPoint[2], shadowMapPointTransparent[2], ld, -l, bias, lightProj, n, transparent);
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else if (index == 3) direct *= PCFCube(shadowMapPoint[3], shadowMapPointTransparent[3], ld, -l, bias, lightProj, n, transparent);
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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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#ifndef _LIGHT_GLSL_
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#define _LIGHT_GLSL_
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#include "compiled.inc"
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#include "std/brdf.glsl"
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#include "std/math.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 _VoxelShadow
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#include "std/conetrace.glsl"
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uniform sampler2D gbuffer2;
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#else
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#ifdef _VoxelGI
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uniform sampler2D gbuffer2;
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#endif
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#endif
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#ifdef _LTC
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#include "std/ltc.glsl"
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#endif
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#ifdef _LightIES
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#include "std/ies.glsl"
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#endif
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#ifdef _SSRS
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#include "std/ssrs.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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#ifndef _LTC
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uniform sampler2DShadow shadowMapSpot[1];
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uniform sampler2D shadowMapSpotTransparent[1];
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uniform mat4 LWVPSpot[1];
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[1];
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uniform samplerCube shadowMapPointTransparent[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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//!uniform sampler2D shadowMapAtlasTransparent;
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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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uniform sampler2D shadowMapAtlasPointTransparent;
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#endif
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#else
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uniform samplerCubeShadow shadowMapPoint[4];
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uniform samplerCube shadowMapPointTransparent[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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uniform sampler2D shadowMapAtlasSpotTransparent;
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#endif
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#else
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uniform sampler2DShadow shadowMapSpot[4];
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uniform sampler2D shadowMapSpotTransparent[4];
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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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#ifdef _LTC
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uniform vec3 lightArea0;
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uniform vec3 lightArea1;
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uniform vec3 lightArea2;
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uniform vec3 lightArea3;
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uniform sampler2D sltcMat;
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uniform sampler2D sltcMag;
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#ifdef _ShadowMap
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#ifndef _Spot
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#ifdef _SinglePoint
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uniform sampler2DShadow shadowMapSpot[1];
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uniform sampler2D shadowMapSpotTransparent[1];
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uniform mat4 LWVPSpot[1];
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#endif
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#ifdef _Clusters
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uniform sampler2DShadow shadowMapSpot[maxLightsCluster];
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uniform sampler2D shadowMapSpotTransparent[maxLightsCluster];
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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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#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, bool transparent
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#endif
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#ifdef _Spot
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, const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right
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#endif
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#ifdef _VoxelShadow
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, sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount]
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#endif
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#ifdef _MicroShadowing
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, float occ
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#endif
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#ifdef _SSRS
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, sampler2D gbufferD, mat4 invVP, vec3 eye
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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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#ifdef _LTC
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float theta = acos(dotNV);
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vec2 tuv = vec2(rough, theta / (0.5 * PI));
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tuv = tuv * LUT_SCALE + LUT_BIAS;
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vec4 t = textureLod(sltcMat, tuv, 0.0);
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mat3 invM = mat3(
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vec3(1.0, 0.0, t.y),
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vec3(0.0, t.z, 0.0),
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vec3(t.w, 0.0, t.x));
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float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
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ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
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float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
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vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
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#else
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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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#endif
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direct *= attenuate(distance(p, lp));
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direct *= lightCol;
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#ifdef _MicroShadowing
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direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0);
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#endif
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#ifdef _SSRS
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direct *= traceShadowSS(l, p, gbufferD, invVP, eye);
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#endif
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#ifdef _VoxelShadow
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vec4 g2 = textureLod(gbuffer2, gl_FragCoord.xy, 0.0);
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direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy, g2.rg).r) * voxelgiShad;
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#endif
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#ifdef _LTC
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#ifdef _ShadowMap
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if (receiveShadow) {
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#ifdef _SinglePoint
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vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0);
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direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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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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if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
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else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
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#endif
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}
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#endif
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return direct;
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#endif
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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], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
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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, shadowMapAtlasSpotTransparent
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#else
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shadowMapAtlas, shadowMapAtlasTransparent
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#endif
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, lPos.xyz / lPos.w, bias, transparent
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);
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#else
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if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent);
|
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else if (index == 1) direct *= shadowTest(shadowMapSpot[1], shadowMapSpotTransparent[1], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 2) direct *= shadowTest(shadowMapSpot[2], shadowMapSpotTransparent[2], lPos.xyz / lPos.w, bias, transparent);
|
||||
else if (index == 3) direct *= shadowTest(shadowMapSpot[3], shadowMapSpotTransparent[3], lPos.xyz / lPos.w, bias, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
return direct;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _LightIES
|
||||
direct *= iesAttenuation(-l);
|
||||
#endif
|
||||
|
||||
#ifdef _ShadowMap
|
||||
if (receiveShadow) {
|
||||
#ifdef _SinglePoint
|
||||
#ifndef _Spot
|
||||
direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
#ifdef _Clusters
|
||||
#ifdef _ShadowMapAtlas
|
||||
direct *= PCFFakeCube(
|
||||
#ifndef _SingleAtlas
|
||||
shadowMapAtlasPoint, shadowMapAtlasPointTransparent
|
||||
#else
|
||||
shadowMapAtlas, shadowMapAtlasTransparent
|
||||
#endif
|
||||
, ld, -l, bias, lightProj, n, index, transparent
|
||||
);
|
||||
#else
|
||||
if (index == 0) direct *= PCFCube(shadowMapPoint[0], shadowMapPointTransparent[0], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 1) direct *= PCFCube(shadowMapPoint[1], shadowMapPointTransparent[1], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 2) direct *= PCFCube(shadowMapPoint[2], shadowMapPointTransparent[2], ld, -l, bias, lightProj, n, transparent);
|
||||
else if (index == 3) direct *= PCFCube(shadowMapPoint[3], shadowMapPointTransparent[3], ld, -l, bias, lightProj, n, transparent);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
return direct;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
Loading…
x
Reference in New Issue
Block a user