// // This is a template that can be used to light a material, it uses pluggable RenderEquations (RE) // for specific lighting scenarios. // // Instructions for use: // - Ensure that both RE_Direct, RE_IndirectDiffuse and RE_IndirectSpecular are defined // - If you have defined an RE_IndirectSpecular, you need to also provide a Material_LightProbeLOD. <---- ??? // - Create a material parameter that is to be passed as the third parameter to your lighting functions. // // TODO: // - Add area light support. // - Add sphere light support. // - Add diffuse light probe (irradiance cubemap) support. // GeometricContext geometry; geometry.position = - vViewPosition; geometry.normal = normal; geometry.viewDir = normalize( vViewPosition ); IncidentLight directLight; #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) PointLight pointLight; for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { pointLight = pointLights[ i ]; getPointDirectLightIrradiance( pointLight, geometry, directLight ); #ifdef USE_SHADOWMAP directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) SpotLight spotLight; for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { spotLight = spotLights[ i ]; getSpotDirectLightIrradiance( spotLight, geometry, directLight ); #ifdef USE_SHADOWMAP directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) DirectionalLight directionalLight; for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { directionalLight = directionalLights[ i ]; getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight ); #ifdef USE_SHADOWMAP directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if defined( RE_IndirectDiffuse ) vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); #ifdef USE_LIGHTMAP vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; #ifndef PHYSICALLY_CORRECT_LIGHTS lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage #endif irradiance += lightMapIrradiance; #endif #if ( NUM_HEMI_LIGHTS > 0 ) for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); } #endif #if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV ) // TODO, replace 8 with the real maxMIPLevel irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, 8 ); #endif RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); #endif #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) // TODO, replace 8 with the real maxMIPLevel vec3 radiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_BlinnShininessExponent( material ), 8 ); #ifndef STANDARD vec3 clearCoatRadiance = getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 ); #else vec3 clearCoatRadiance = vec3( 0.0 ); #endif RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight ); #endif