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lighting_pbr_lights.frag
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// Copyright Patricio Gonzalez Vivo, 2021 - http://patriciogonzalezvivo.com/
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_scene;
uniform sampler2D u_sceneDepth;
uniform mat4 u_projectionMatrix;
uniform vec3 u_camera;
uniform float u_cameraNearClip;
uniform float u_cameraFarClip;
uniform vec3 u_light;
uniform vec3 u_lightColor;
uniform float u_lightFalloff;
uniform float u_lightIntensity;
uniform float u_iblLuminance;
uniform samplerCube u_cubeMap;
uniform vec3 u_SH[9];
#ifdef LIGHT_SHADOWMAP
uniform sampler2D u_lightShadowMap;
uniform mat4 u_lightMatrix;
varying vec4 v_lightCoord;
#endif
uniform vec2 u_resolution;
uniform float u_time;
varying vec4 v_position;
varying vec4 v_color;
varying vec3 v_normal;
#ifdef MODEL_VERTEX_TEXCOORD
varying vec2 v_texcoord;
#endif
#ifdef MODEL_VERTEX_TANGENT
varying vec4 v_tangent;
varying mat3 v_tangentToWorld;
#endif
#define SURFACE_POSITION v_position
#define CAMERA_POSITION u_camera
#define IBL_LUMINANCE 0.0
#define LIGHT_DIRECTION u_light
// #define LIGHT_POSITION u_light
#define LIGHT_COLOR u_lightColor
#define LIGHT_FALLOFF u_lightFalloff
#define LIGHT_INTENSITY u_lightIntensity
#define LIGHT_COORD v_lightCoord
#include "lygia/lighting/material/new.glsl"
#include "lygia/lighting/light/point.glsl"
#define LIGHT_POINTS_TOTAL 3
#define LIGHT_POINTS pointLights
LightPoint pointLights[LIGHT_POINTS_TOTAL];
#include "lygia/color/space/linear2gamma.glsl"
#include "lygia/lighting/pbr.glsl"
float checkBoard(vec2 uv, vec2 _scale) {
uv = floor(fract(uv * _scale) * 2.0);
return min(1.0, uv.x + uv.y) - (uv.x * uv.y);
}
void main(void) {
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec2 pixel = 1.0/u_resolution;
vec2 st = gl_FragCoord.xy * pixel;
vec2 uv = st;
#if defined(MODEL_VERTEX_TEXCOORD)
uv = v_texcoord;
#endif
pointLights[0] = LightPoint(vec3(cos(u_time), sin(u_time), 0.0) * 2.0, vec3(1.0, 0.0, 0.0), 1.0, 0.0);
pointLights[1] = LightPoint(vec3(0.0, cos(u_time * 0.2), sin(u_time * 0.1)), vec3(0.0, 1.0, 0.0), 1.0, 1.0);
pointLights[2] = LightPoint(vec3(sin(u_time * 0.2), 0.0, cos(u_time * 0.3)), vec3(0.0, 0.0, 1.0), 1.0, 2.0);
Material material = materialNew();
#if defined(FLOOR) && defined(MODEL_VERTEX_TEXCOORD)
material.albedo.rgb = vec3(0.5) + checkBoard(uv, vec2(8.0)) * 0.5;
#endif
color = pbr(material);
color = linear2gamma(color);
gl_FragColor = color;
}