/* * Copyright 2011-2024 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "../common/common.sh" vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir) { float ndotl = dot(_normal, _lightDir); vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal); float rdotv = dot(reflected, _viewDir); return vec2(ndotl, rdotv); } float fresnel(float _ndotl, float _bias, float _pow) { float facing = (1.0 - _ndotl); return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0); } vec4 lit(float _ndotl, float _rdotv, float _m) { float diff = max(0.0, _ndotl); float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m); return vec4(1.0, diff, spec, 1.0); } vec4 powRgba(vec4 _rgba, float _pow) { vec4 result; result.xyz = pow(_rgba.xyz, vec3_splat(_pow) ); result.w = _rgba.w; return result; } vec3 calcLight(vec3 _wpos, vec3 _normal, vec3 _view, vec3 _lightPos, float _lightRadius, vec3 _lightRgb, float _lightInner) { vec3 lp = _lightPos - _wpos; float attn = 1.0 - smoothstep(_lightInner, 1.0, length(lp) / _lightRadius); vec3 lightDir = normalize(lp); vec2 bln = blinn(lightDir, _normal, _view); vec4 lc = lit(bln.x, bln.y, 1.0); vec3 rgb = _lightRgb * saturate(lc.y) * attn; return rgb; }