ADD: spot light
This commit is contained in:
@@ -82,5 +82,41 @@ vec3 eval_point_light(GPUPunctualLight light, vec3 pos, vec3 N, vec3 V, vec3 alb
|
||||
return brdf * lightColor * falloff;
|
||||
}
|
||||
|
||||
#endif // LIGHTING_COMMON_GLSL
|
||||
vec3 eval_spot_light(GPUSpotLight light, vec3 pos, vec3 N, vec3 V, vec3 albedo, float roughness, float metallic)
|
||||
{
|
||||
vec3 lightPos = light.position_radius.xyz;
|
||||
float radius = max(light.position_radius.w, 0.0001);
|
||||
|
||||
vec3 toLight = lightPos - pos;
|
||||
float dist = length(toLight);
|
||||
if (dist <= 0.0001)
|
||||
{
|
||||
return vec3(0.0);
|
||||
}
|
||||
vec3 L = toLight / dist; // surface -> light
|
||||
|
||||
vec3 dir = normalize(light.direction_cos_outer.xyz); // light -> forward
|
||||
float cosOuter = light.direction_cos_outer.w;
|
||||
float cosInner = light.cone.x;
|
||||
float cosTheta = dot(-L, dir); // light -> surface vs light forward
|
||||
if (cosTheta <= cosOuter)
|
||||
{
|
||||
return vec3(0.0);
|
||||
}
|
||||
float denom = max(cosInner - cosOuter, 0.0001);
|
||||
float spot = clamp((cosTheta - cosOuter) / denom, 0.0, 1.0);
|
||||
spot *= spot;
|
||||
|
||||
// Smooth falloff: inverse-square with soft clamp at radius
|
||||
float att = 1.0 / max(dist * dist, 0.0001);
|
||||
float x = clamp(dist / radius, 0.0, 1.0);
|
||||
float smth = (1.0 - x * x);
|
||||
smth *= smth;
|
||||
float falloff = att * smth;
|
||||
|
||||
vec3 brdf = evaluate_brdf(N, V, L, albedo, roughness, metallic);
|
||||
vec3 lightColor = light.color_intensity.rgb * light.color_intensity.a;
|
||||
return brdf * lightColor * falloff * spot;
|
||||
}
|
||||
|
||||
#endif // LIGHTING_COMMON_GLSL
|
||||
|
||||
Reference in New Issue
Block a user