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Vasily Petrov 2026-06-18 01:18:29 +03:00
commit 2fe6ca2f65
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#ifndef LMODEL_H
#define LMODEL_H
#include "common.hlsli"
// Lighting formulas //
float4 plight_infinity(float m, float3 _point, float3 normal, float3 light_direction)
{
float3 N = normal; // normal
float3 V = -normalize(_point); // vector2eye
float3 L = -light_direction; // vector2light
float3 H = normalize(L + V); // float-angle-vector
return tex3D(s_material, float3(dot(L, N), dot(H, N), m)); // sample material
}
float4 plight_infinity2(float m, float3 _point, float3 normal, float3 light_direction)
{
float3 N = normal; // normal
float3 V = -normalize(_point); // vector2eye
float3 L = -light_direction; // vector2light
float3 H = normalize(L + V); // float-angle-vector
float3 R = reflect(-V, N);
float s = saturate(dot(L, R));
s = saturate(dot(H, N));
float f = saturate(dot(-V, R));
s *= f;
float4 r = tex3D(s_material, float3(dot(L, N), s, m)); // sample material
r.w = pow(saturate(s), 4);
return r;
}
float4 plight_local(float m, float3 _point, float3 normal, float3 light_position, float light_range_rsq, out float rsqr)
{
float3 N = normal; // normal
float3 L2P = _point - light_position; // light2point
float3 V = -normalize(_point); // vector2eye
float3 L = -normalize((float3)L2P); // vector2light
float3 H = normalize(L + V); // float-angle-vector
rsqr = dot(L2P, L2P); // distance 2 light (squared)
float att = saturate(1 - rsqr * light_range_rsq); // q-linear attenuate
float4 light = tex3D(s_material, float3(dot(L, N), dot(H, N), m)); // sample material
return att * light;
}
float4 blendp(float4 value, float4 tcp)
{
#ifndef FP16_BLEND
value += (float4)tex2Dproj(s_accumulator, tcp); // emulate blend
#endif
return value;
}
float4 blend(float4 value, float2 tc)
{
#ifndef FP16_BLEND
value += (float4)tex2D(s_accumulator, tc); // emulate blend
#endif
return value;
}
#endif