1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
#define BLINN
vec3 spherical_harmonics(vec3 N, vec3 spherical_harmonics_coefs[STUDIOLIGHT_SPHERICAL_HARMONICS_MAX_COMPONENTS])
{
vec3 sh = vec3(0.0);
sh += 0.282095 * spherical_harmonics_coefs[0];
#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 0
sh += -0.488603 * N.z * spherical_harmonics_coefs[1];
sh += 0.488603 * N.y * spherical_harmonics_coefs[2];
sh += -0.488603 * N.x * spherical_harmonics_coefs[3];
#endif
#if STUDIOLIGHT_SPHERICAL_HARMONICS_LEVEL > 1
sh += 1.092548 * N.x * N.z * spherical_harmonics_coefs[4];
sh += -1.092548 * N.z * N.y * spherical_harmonics_coefs[5];
sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * spherical_harmonics_coefs[6];
sh += -1.092548 * N.x * N.y * spherical_harmonics_coefs[7];
sh += 0.546274 * (N.x * N.x - N.z * N.z) * spherical_harmonics_coefs[8];
#endif
return sh;
}
vec3 get_world_diffuse_light(WorldData world_data, vec3 N)
{
return (spherical_harmonics(vec3(N.x, N.y, -N.z), world_data.spherical_harmonics_coefs));
}
vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
{
return (spherical_harmonics(vec3(N.x, -N.z, -N.y), world_data.spherical_harmonics_coefs));
}
/* N And I are in View Space. */
vec3 get_world_specular_light(vec4 specular_data, LightData light_data, vec3 N, vec3 I)
{
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
vec3 specular_light = specular_data.rgb * light_data.specular_color.rgb * light_data.specular_color.a;
float shininess = exp2(10*(1.0-specular_data.a) + 1);
# ifdef BLINN
float normalization_factor = (shininess + 8) / (8 * M_PI);
vec3 L = -light_data.light_direction_vs.xyz;
vec3 halfDir = normalize(L + I);
float specAngle = max(dot(halfDir, N), 0.0);
float NL = max(dot(L, N), 0.0);
float specular_influence = pow(specAngle, shininess) * NL * normalization_factor;
# else
vec3 reflection_vector = reflect(I, N);
float specAngle = max(dot(light_data.light_direction_vs.xyz, reflection_vector), 0.0);
float specular_influence = pow(specAngle, shininess);
# endif
vec3 specular_color = specular_light * specular_influence;
#else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
vec3 specular_color = vec3(0.0);
#endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
return specular_color;
}
vec3 get_world_specular_lights(WorldData world_data, vec4 specular_data, vec3 N, vec3 I)
{
vec3 specular_light = vec3(0.0);
specular_light += get_world_specular_light(specular_data, world_data.lights[0], N, I);
for (int i = 0 ; i < world_data.num_lights ; i ++) {
specular_light += get_world_specular_light(specular_data, world_data.lights[i], N, I);
}
return specular_light;
}
|