e4s-game/gamedata/shaders/editor/lmodel.hlsli
2026-06-18 01:18:29 +03:00

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1 KiB
HLSL

#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