forked from LeenkxTeam/LNXSDK
Update Files
This commit is contained in:
32
leenkx/Shaders/std/ies.glsl
Normal file
32
leenkx/Shaders/std/ies.glsl
Normal file
@ -0,0 +1,32 @@
|
||||
|
||||
uniform sampler2D texIES;
|
||||
|
||||
float iesAttenuation(vec3 l) {
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
||||
// Sample direction into light space
|
||||
// vec3 iesSampleDirection = mul(light.worldToLight , -L);
|
||||
// Cartesian to spherical
|
||||
// Texture encoded with cos( phi ), scale from -1 - >1 to 0 - >1
|
||||
// float phiCoord = (iesSampleDirection.z * 0.5f) + 0.5f;
|
||||
// float theta = atan2 (iesSampleDirection.y , iesSampleDirection .x);
|
||||
// float thetaCoord = theta * (1.0 / (PI * 2.0));
|
||||
// float iesProfileScale = texture(texIES, vec2(thetaCoord, phiCoord)).r;
|
||||
// return iesProfileScale;
|
||||
|
||||
// 1D texture
|
||||
// vec3 pl = normalize(p - lightPos);
|
||||
// float f = asin(dot(pl, l)) / PI + 0.5;
|
||||
// return texture(texIES, vec2(f, 0.0)).r;
|
||||
|
||||
// 1D texture
|
||||
// float cosTheta = dot(lightToPos, lightDir);
|
||||
// float angle = acos(cosTheta) * (1.0 / PI);
|
||||
// return texture(texIES, vec2(angle, 0.0), 0.0).r;
|
||||
|
||||
// Based on https://github.com/tobspr/RenderPipeline
|
||||
float hor = acos(l.z) / PI;
|
||||
float vert = atan(l.x, l.y) * (1.0 / (PI * 2.0)) + 0.5;
|
||||
return texture(texIES, vec2(hor, vert)).r;
|
||||
}
|
Reference in New Issue
Block a user