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95534e3c
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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95534e3c
编写于
10月 20, 2015
作者:
B
Ben Houston
浏览文件
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电子邮件补丁
差异文件
refactor physical materials to use new BRDF+Light structs
上级
a101882d
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
21 addition
and
60 deletion
+21
-60
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
...nderers/shaders/ShaderChunk/lights_physical_fragment.glsl
+21
-60
未找到文件。
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
浏览文件 @
95534e3c
vec3
viewDir
=
normalize
(
vViewPosition
);
vec3
totalDiffuseLight
=
vec3
(
0
.
0
);
vec3
totalSpecularLight
=
vec3
(
0
.
0
);
// roughness linear remapping
...
...
@@ -16,32 +11,22 @@ vec3 specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
diffuseColor
.
rgb
*=
(
1
.
0
-
metalnessFactor
);
#if MAX_POINT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_POINT_LIGHTS
;
i
++
)
{
vec3
lightColor
=
pointLightColor
[
i
];
vec3
lightPosition
=
pointLightPosition
[
i
];
vec3
lVector
=
lightPosition
+
vViewPosition
.
xyz
;
vec3
lightDir
=
normalize
(
lVector
);
// attenuation
GeometricContext
geometry
=
GeometricContext
(
-
vViewPosition
,
normalize
(
normal
),
normalize
(
vViewPosition
)
);
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
pointLightDistance
[
i
],
pointLightDecay
[
i
]
);
ReflectedLight
directReflectedLight
=
ReflectedLight
(
vec3
(
0
.
0
),
vec3
(
0
.
0
)
);
ReflectedLight
indirectReflectedLight
=
ReflectedLight
(
vec3
(
0
.
0
),
vec3
(
0
.
0
)
);
// diffuse
float
cosineTerm
=
saturate
(
dot
(
normal
,
lightDir
)
);
totalDiffuseLight
+=
lightColor
*
attenuation
*
cosineTerm
;
#if MAX_POINT_LIGHTS > 0
// specular
for
(
int
i
=
0
;
i
<
MAX_POINT_LIGHTS
;
i
++
)
{
vec3
brdf
=
BRDF_GGX
(
specularColor
,
roughnessFactor
,
normal
,
lightDir
,
viewDir
);
IncidentLight
directLight
=
getPointDirectLight
(
pointLights
[
i
],
geometry
);
totalSpecularLight
+=
brdf
*
specularStrength
*
lightColor
*
attenuation
*
cosineTerm
;
BRDF_Lambert
(
directLight
,
geometry
,
diffuse
,
directReflectedLight
)
;
BRDF_GGX
(
directLight
,
geometry
,
specularColor
,
roughnessFactor
,
directReflectedLight
);
}
...
...
@@ -51,37 +36,11 @@ diffuseColor.rgb *= ( 1.0 - metalnessFactor );
for
(
int
i
=
0
;
i
<
MAX_SPOT_LIGHTS
;
i
++
)
{
vec3
lightColor
=
spotLightColor
[
i
];
vec3
lightPosition
=
spotLightPosition
[
i
];
vec3
lVector
=
lightPosition
+
vViewPosition
.
xyz
;
vec3
lightDir
=
normalize
(
lVector
);
float
spotEffect
=
dot
(
spotLightDirection
[
i
],
lightDir
);
if
(
spotEffect
>
spotLightAngleCos
[
i
]
)
{
IncidentLight
directLight
=
getSpotDirectLight
(
pointLights
[
i
],
geometry
);
spotEffect
=
saturate
(
pow
(
saturate
(
spotEffect
),
spotLightExponent
[
i
]
)
);
BRDF_Lambert
(
directLight
,
geometry
,
diffuse
,
directReflectedLight
);
// attenuation
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
spotLightDistance
[
i
],
spotLightDecay
[
i
]
);
attenuation
*=
spotEffect
;
// diffuse
float
cosineTerm
=
saturate
(
dot
(
normal
,
lightDir
)
);
totalDiffuseLight
+=
lightColor
*
attenuation
*
cosineTerm
;
// specular
vec3
brdf
=
BRDF_GGX
(
specularColor
,
roughnessFactor
,
normal
,
lightDir
,
viewDir
);
totalSpecularLight
+=
brdf
*
specularStrength
*
lightColor
*
attenuation
*
cosineTerm
;
}
BRDF_GGX
(
directLight
,
geometry
,
specularColor
,
roughnessFactor
,
directReflectedLight
);
}
...
...
@@ -91,21 +50,23 @@ diffuseColor.rgb *= ( 1.0 - metalnessFactor );
for
(
int
i
=
0
;
i
<
MAX_DIR_LIGHTS
;
i
++
)
{
vec3
lightColor
=
directionalLightColor
[
i
]
;
IncidentLight
directLight
=
getDirectionalDirectLight
(
pointLights
[
i
],
geometry
)
;
vec3
lightDir
=
directionalLightDirection
[
i
]
;
BRDF_Lambert
(
directLight
,
geometry
,
diffuse
,
directReflectedLight
)
;
// diffuse
BRDF_GGX
(
directLight
,
geometry
,
specularColor
,
roughnessFactor
,
directReflectedLight
);
float
cosineTerm
=
saturate
(
dot
(
normal
,
lightDir
)
);
}
#endif
totalDiffuseLight
+=
lightColor
*
cosineTerm
;
#if MAX_HEMI_LIGHTS > 0
// specular
for
(
int
i
=
0
;
i
<
MAX_HEMI_LIGHTS
;
i
++
)
{
vec3
brdf
=
BRDF_GGX
(
specularColor
,
roughnessFactor
,
normal
,
lightDir
,
viewDir
);
IncidentLight
indirectLight
=
getHemisphereIndirectLight
(
hemisphereLights
[
i
],
geometry
);
totalSpecularLight
+=
brdf
*
specularStrength
*
lightColor
*
cosineTerm
;
BRDF_Lambert
(
indirectLight
,
geometry
,
diffuse
,
indirectReflectedLight
)
;
}
...
...
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