Update leenkx/Shaders/std/constants.glsl

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Onek8 2025-05-30 19:18:06 +00:00
parent 1e4510ba56
commit 6ad615a961

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@ -1,13 +1,16 @@
/*
Copyright (c) 2024 Turánszki János
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
@ -23,25 +26,34 @@ const float SHADOW_CONE_APERTURE = radians(15.0);
const float DIFFUSE_CONE_APERTURE = radians(50.0);
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
vec3( 0.0000, 0.0000, 1.0000),
vec3( 0.7236, 0.5257, 0.4472),
vec3(-0.2764, 0.8506, 0.4472),
vec3(-0.8944, 0.0000, 0.4472),
vec3(-0.2764, -0.8506, 0.4472),
vec3( 0.7236, -0.5257, 0.4472),
vec3( 0.7236, 0.5257, -0.4472),
vec3(-0.2764, 0.8506, -0.4472),
vec3(-0.8944, 0.0000, -0.4472),
vec3(-0.2764, -0.8506, -0.4472),
vec3( 0.7236, -0.5257, -0.4472),
vec3( 0.2764, 0.8506, 0.4472),
vec3(-0.7236, 0.5257, 0.4472),
vec3(-0.7236, -0.5257, 0.4472),
vec3( 0.2764, -0.8506, 0.4472),
vec3( 0.0000, 0.0000, -1.0000)
const vec3 DIFFUSE_CONE_DIRECTIONS[DIFFUSE_CONE_COUNT] = vec3[](
vec3(0.0, 0.0, 1.0), // center
vec3(0.0, 0.5, 0.866),
vec3(0.5, 0.0, 0.866),
vec3(0.0, -0.5, 0.866),
vec3(-0.5, 0.0, 0.866),
vec3(0.353, 0.353, 0.866),
vec3(0.353, -0.353, 0.866),
vec3(-0.353, -0.353, 0.866),
vec3(-0.353, 0.353, 0.866),
vec3(0.707, 0.0, 0.707),
vec3(0.0, 0.707, 0.707),
vec3(-0.707, 0.0, 0.707),
vec3(0.0, -0.707, 0.707),
vec3(0.5, 0.5, 0.707),
vec3(-0.5, 0.5, 0.707),
vec3(-0.5, -0.5, 0.707)
);
mat3 makeTangentBasis(vec3 normal) {
vec3 tangent = normalize(abs(normal.y) < 0.999 ? cross(normal, vec3(0, 1, 0)) : cross(normal, vec3(1, 0, 0)));
vec3 bitangent = cross(normal, tangent);
return mat3(tangent, bitangent, normal);
}
const float BayerMatrix8[8][8] =
{
@ -53,4 +65,4 @@ const float BayerMatrix8[8][8] =
{ 35.0 / 65.0, 19.0 / 65.0, 47.0 / 65.0, 31.0 / 65.0, 34.0 / 65.0, 18.0 / 65.0, 46.0 / 65.0, 30.0 / 65.0 },
{ 11.0 / 65.0, 59.0 / 65.0, 7.0 / 65.0, 55.0 / 65.0, 10.0 / 65.0, 58.0 / 65.0, 6.0 / 65.0, 54.0 / 65.0 },
{ 43.0 / 65.0, 27.0 / 65.0, 39.0 / 65.0, 23.0 / 65.0, 42.0 / 65.0, 26.0 / 65.0, 38.0 / 65.0, 22.0 / 65.0 }
};
};