提交 c4393ec1 编写于 作者: M Mr.doob

More glsl clean up.

上级 ef2a85cf
......@@ -27,19 +27,17 @@ void BlinnPhongMaterial_RE_DirectLight( const in IncidentLight directLight, cons
vec3 irradiance = dotNL * PI * directLight.color; // punctual light
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
}
#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight
void BlinnPhongMaterial_RE_IndirectDiffuseLight( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
}
#define Material_RE_DirectLight BlinnPhongMaterial_RE_DirectLight
#define Material_RE_IndirectDiffuseLight BlinnPhongMaterial_RE_IndirectDiffuseLight
#define Material_LightProbeLOD( material ) (0)
......@@ -13,13 +13,9 @@ void PhysicalMaterial_RE_DirectLight( const in IncidentLight directLight, const
vec3 irradiance = dotNL * PI * directLight.color; // punctual light
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
}
#define Material_RE_DirectLight PhysicalMaterial_RE_DirectLight
}
void PhysicalMaterial_RE_DiffuseIndirectLight( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
......@@ -27,15 +23,14 @@ void PhysicalMaterial_RE_DiffuseIndirectLight( const in vec3 irradiance, const i
}
#define Material_RE_IndirectDiffuseLight PhysicalMaterial_RE_DiffuseIndirectLight
void PhysicalMaterial_RE_SpecularIndirectLight( const in vec3 radiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
}
#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )
#define Material_RE_DirectLight PhysicalMaterial_RE_DirectLight
#define Material_RE_IndirectDiffuseLight PhysicalMaterial_RE_DiffuseIndirectLight
#define Material_RE_IndirectSpecularLight PhysicalMaterial_RE_SpecularIndirectLight
#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )
......@@ -253,7 +253,7 @@ vec3 shadowMask = vec3( 1.0 );
#endif
#if defined( POINT_LIGHT_SHADOWS )
#ifdef POINT_LIGHT_SHADOWS
}
......
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