#ifndef LMODEL_H #define LMODEL_H #include "common.hlsli" 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_local(float m, float3 _point, float3 normal, float3 light_position, float light_range_rsq) { 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 float 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; } #endif