three
Version:
JavaScript 3D library
120 lines (72 loc) • 2.42 kB
JavaScript
export default /* glsl */`
vec3 diffuse = vec3( 1.0 );
GeometricContext geometry;
geometry.position = mvPosition.xyz;
geometry.normal = normalize( transformedNormal );
geometry.viewDir = normalize( -mvPosition.xyz );
GeometricContext backGeometry;
backGeometry.position = geometry.position;
backGeometry.normal = -geometry.normal;
backGeometry.viewDir = geometry.viewDir;
vLightFront = vec3( 0.0 );
vIndirectFront = vec3( 0.0 );
vLightBack = vec3( 0.0 );
vIndirectBack = vec3( 0.0 );
IncidentLight directLight;
float dotNL;
vec3 directLightColor_Diffuse;
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );
dotNL = dot( geometry.normal, directLight.direction );
directLightColor_Diffuse = PI * directLight.color;
vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
}
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );
dotNL = dot( geometry.normal, directLight.direction );
directLightColor_Diffuse = PI * directLight.color;
vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
}
/*
#if NUM_RECT_AREA_LIGHTS > 0
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
// TODO (abelnation): implement
}
#endif
*/
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );
dotNL = dot( geometry.normal, directLight.direction );
directLightColor_Diffuse = PI * directLight.color;
vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;
}
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );
}
`;