54 lines
2.1 KiB
C
54 lines
2.1 KiB
C
#ifndef LMODEL_H
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#define LMODEL_H
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#include "common.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Lighting formulas //
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half4 plight_infinity (half m, half3 point, half3 normal, half3 light_direction) {
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half3 N = normal; // normal
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half3 V = -normalize (point); // vector2eye
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half3 L = -light_direction; // vector2light
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half3 H = normalize (L+V); // half-angle-vector
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return tex3D (s_material, half3( dot(L,N), dot(H,N), m ) ); // sample material
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}
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half4 plight_infinity2 (half m, half3 point, half3 normal, half3 light_direction) {
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half3 N = normal; // normal
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half3 V = -normalize (point); // vector2eye
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half3 L = -light_direction; // vector2light
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half3 H = normalize (L+V); // half-angle-vector
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half3 R = reflect (-V,N);
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half s = saturate(dot(L,R));
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s = saturate(dot(H,N));
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half f = saturate(dot(-V,R));
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s *= f;
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half4 r = tex3D (s_material, half3( dot(L,N), s, m ) ); // sample material
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r.w = pow(saturate(s),4);
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return r ;
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}
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half4 plight_local (half m, half3 point, half3 normal, half3 light_position, half light_range_rsq, out float rsqr) {
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half3 N = normal; // normal
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half3 L2P = point-light_position; // light2point
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half3 V = -normalize (point); // vector2eye
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half3 L = -normalize ((half3)L2P); // vector2light
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half3 H = normalize (L+V); // half-angle-vector
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rsqr = dot (L2P,L2P); // distance 2 light (squared)
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half att = saturate (1 - rsqr*light_range_rsq); // q-linear attenuate
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half4 light = tex3D (s_material, half3( dot(L,N), dot(H,N), m ) ); // sample material
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return att*light;
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}
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half4 blendp (half4 value, float4 tcp) {
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#ifndef FP16_BLEND
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value += (half4)tex2Dproj (s_accumulator, tcp); // emulate blend
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#endif
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return value ;
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}
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half4 blend (half4 value, float2 tc) {
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#ifndef FP16_BLEND
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value += (half4)tex2D (s_accumulator, tc); // emulate blend
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#endif
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return value ;
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}
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#endif
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