forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/std/constants.glsl
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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 } | ||||
| }; | ||||
| }; | ||||
|  | ||||
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