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Reorganized resources to keep source part in src and real-time scripts in resource folder. For the installation result no changes, still installed to src for windows.
21 lines
928 B
GLSL
21 lines
928 B
GLSL
//! Function computes contribution of directional light source
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//! into global variable DirectLighting (PBR shading).
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//! @param theId light source index
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//! @param theNormal surface normal
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//! @param theView view direction
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//! @param theIsFront front/back face flag
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//! @param theShadow shadow attenuation
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void occDirectionalLight (in int theId,
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in vec3 theNormal,
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in vec3 theView,
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in bool theIsFront,
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in float theShadow)
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{
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vec3 aLight = occLight_Position (theId);
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theNormal = theIsFront ? theNormal : -theNormal;
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DirectLighting += occPBRIllumination (theView, aLight, theNormal,
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BaseColor, Metallic, Roughness, IOR,
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occLight_Specular (theId),
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occLight_Intensity(theId)) * theShadow;
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}
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