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occt/resources/Shaders/PhongSpotLight.glsl
Pasukhin Dmitry df4b931988
Configuration - Resource structure reorganization #429
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.
2025-03-18 22:54:43 +00:00

53 lines
1.7 KiB
GLSL

//! Function computes contribution of spotlight source
//! into global variables Diffuse and Specular (Phong shading).
//! @param theId light source index
//! @param theNormal surface normal
//! @param theView view direction
//! @param thePoint 3D position (world space)
//! @param theIsFront front/back face flag
//! @param theShadow the value from shadow map
void occSpotLight (in int theId,
in vec3 theNormal,
in vec3 theView,
in vec3 thePoint,
in bool theIsFront,
in float theShadow)
{
vec3 aLight = occLight_Position (theId) - thePoint;
float aDist = length (aLight);
float aRange = occLight_Range (theId);
float anAtten = occPointLightAttenuation (aDist, aRange, occLight_LinearAttenuation (theId), occLight_ConstAttenuation (theId));
if (anAtten <= 0.0) return;
aLight /= aDist;
vec3 aSpotDir = occLight_SpotDirection (theId);
// light cone
float aCosA = dot (aSpotDir, -aLight);
if (aCosA >= 1.0 || aCosA < cos (occLight_SpotCutOff (theId)))
{
return;
}
float anExponent = occLight_SpotExponent (theId);
if (anExponent > 0.0)
{
anAtten *= pow (aCosA, anExponent * 128.0);
}
vec3 aHalf = normalize (aLight + theView);
vec3 aFaceSideNormal = theIsFront ? theNormal : -theNormal;
float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));
float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));
float aSpecl = 0.0;
if (aNdotL > 0.0)
{
aSpecl = pow (aNdotH, occMaterial_Shininess (theIsFront));
}
Diffuse += occLight_Diffuse (theId) * aNdotL * anAtten * theShadow;
Specular += occLight_Specular(theId) * aSpecl * anAtten * theShadow;
}