diff --git a/leenkx/Shaders/std/constants.glsl b/leenkx/Shaders/std/constants.glsl index fc03b31..7aa5d15 100644 --- a/leenkx/Shaders/std/constants.glsl +++ b/leenkx/Shaders/std/constants.glsl @@ -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 } -}; \ No newline at end of file +};