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- //! Function computes contribution of directional light source
- //! into global variable DirectLighting (PBR shading).
- //! @param theId light source index
- //! @param theNormal surface normal
- //! @param theView view direction
- //! @param theIsFront front/back face flag
- //! @param theShadow shadow attenuation
- void occDirectionalLight (in int theId,
- in vec3 theNormal,
- in vec3 theView,
- in bool theIsFront,
- in float theShadow)
- {
- vec3 aLight = occLight_Position (theId);
- theNormal = theIsFront ? theNormal : -theNormal;
- DirectLighting += occPBRIllumination (theView, aLight, theNormal,
- BaseColor, Metallic, Roughness, IOR,
- occLight_Specular (theId),
- occLight_Intensity(theId)) * theShadow;
- }
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