#ifndef _LIGHT_GLSL_ #define _LIGHT_GLSL_ #include "compiled.inc" #include "std/brdf.glsl" #include "std/math.glsl" #ifdef _ShadowMap #include "std/shadows.glsl" #endif #ifdef _VoxelShadow #include "std/conetrace.glsl" //!uniform sampler2D voxels_shadows; #endif #ifdef _LTC #include "std/ltc.glsl" #endif #ifdef _LightIES #include "std/ies.glsl" #endif #ifdef _SSRS #include "std/ssrs.glsl" #endif #ifdef _Spot #include "std/light_common.glsl" #endif #ifdef _ShadowMap #ifdef _SinglePoint #ifdef _Spot #ifndef _LTC uniform sampler2DShadow shadowMapSpot[1]; uniform sampler2D shadowMapSpotTransparent[1]; uniform mat4 LWVPSpot[1]; #endif #else uniform samplerCubeShadow shadowMapPoint[1]; uniform samplerCube shadowMapPointTransparent[1]; uniform vec2 lightProj; #endif #endif #ifdef _Clusters #ifdef _SingleAtlas //!uniform sampler2DShadow shadowMapAtlas; //!uniform sampler2D shadowMapAtlasTransparent; #endif uniform vec2 lightProj; #ifdef _ShadowMapAtlas #ifndef _SingleAtlas uniform sampler2DShadow shadowMapAtlasPoint; uniform sampler2D shadowMapAtlasPointTransparent; #endif #else uniform samplerCubeShadow shadowMapPoint[4]; uniform samplerCube shadowMapPointTransparent[4]; #endif #ifdef _Spot #ifdef _ShadowMapAtlas #ifndef _SingleAtlas uniform sampler2DShadow shadowMapAtlasSpot; uniform sampler2D shadowMapAtlasSpotTransparent; #endif #else uniform sampler2DShadow shadowMapSpot[4]; uniform sampler2D shadowMapSpotTransparent[4]; #endif uniform mat4 LWVPSpotArray[maxLightsCluster]; #endif #endif #endif #ifdef _LTC uniform vec3 lightArea0; uniform vec3 lightArea1; uniform vec3 lightArea2; uniform vec3 lightArea3; uniform sampler2D sltcMat; uniform sampler2D sltcMag; #ifdef _ShadowMap #ifndef _Spot #ifdef _SinglePoint uniform sampler2DShadow shadowMapSpot[1]; uniform sampler2D shadowMapSpotTransparent[1]; uniform mat4 LWVPSpot[1]; #endif #ifdef _Clusters uniform sampler2DShadow shadowMapSpot[maxLightsCluster]; uniform sampler2D shadowMapSpotTransparent[maxLightsCluster]; uniform mat4 LWVPSpotArray[maxLightsCluster]; #endif #endif #endif #endif vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, const vec3 lp, const vec3 lightCol, const vec3 albedo, const float rough, const float spec, const vec3 f0 #ifdef _ShadowMap , int index, float bias, bool receiveShadow, bool transparent #endif #ifdef _Spot , const bool isSpot, const float spotSize, float spotBlend, vec3 spotDir, vec2 scale, vec3 right #endif #ifdef _VoxelShadow , sampler3D voxels, sampler3D voxelsSDF, float clipmaps[10 * voxelgiClipmapCount] #endif #ifdef _MicroShadowing , float occ #endif #ifdef _SSRS , sampler2D gbufferD, mat4 invVP, vec3 eye #endif ) { vec3 ld = lp - p; vec3 l = normalize(ld); vec3 h = normalize(v + l); float dotNH = max(0.0, dot(n, h)); float dotVH = max(0.0, dot(v, h)); float dotNL = max(0.0, dot(n, l)); #ifdef _LTC float theta = acos(dotNV); vec2 tuv = vec2(rough, theta / (0.5 * PI)); tuv = tuv * LUT_SCALE + LUT_BIAS; vec4 t = textureLod(sltcMat, tuv, 0.0); mat3 invM = mat3( vec3(1.0, 0.0, t.y), vec3(0.0, t.z, 0.0), vec3(t.w, 0.0, t.x)); float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3); ltcspec *= textureLod(sltcMag, tuv, 0.0).a; float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3); vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05; #else vec3 direct = lambertDiffuseBRDF(albedo, dotNL) + specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec; #endif direct *= attenuate(distance(p, lp)); direct *= lightCol; #ifdef _MicroShadowing direct *= clamp(dotNL + 2.0 * occ * occ - 1.0, 0.0, 1.0); #endif #ifdef _SSRS direct *= traceShadowSS(l, p, gbufferD, invVP, eye); #endif #ifdef _VoxelShadow direct *= (1.0 - traceShadow(p, n, voxels, voxelsSDF, l, clipmaps, gl_FragCoord.xy).r) * voxelgiShad; #endif #ifdef _LTC #ifdef _ShadowMap if (receiveShadow) { #ifdef _SinglePoint vec4 lPos = LWVPSpotArray[0] * vec4(p + n * bias * 10, 1.0); direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent); #endif #ifdef _Clusters vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0); if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent); 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 return direct; #endif #ifdef _Spot if (isSpot) { direct *= spotlightMask(l, spotDir, right, scale, spotSize, spotBlend); #ifdef _ShadowMap if (receiveShadow) { #ifdef _SinglePoint vec4 lPos = LWVPSpot[0] * vec4(p + n * bias * 10, 1.0); direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent); #endif #ifdef _Clusters vec4 lPos = LWVPSpotArray[index] * vec4(p + n * bias * 10, 1.0); #ifdef _ShadowMapAtlas direct *= shadowTest( #ifndef _SingleAtlas shadowMapAtlasSpot, shadowMapAtlasSpotTransparent #else shadowMapAtlas, shadowMapAtlasTransparent #endif , lPos.xyz / lPos.w, bias, transparent ); #else if (index == 0) direct *= shadowTest(shadowMapSpot[0], shadowMapSpotTransparent[0], lPos.xyz / lPos.w, bias, transparent); 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