/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #include "host_device.h" vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal) { // Lambertian float dotNL = max(dot(normal, lightDir), 0.0); vec3 c = mat.diffuse * dotNL; if(mat.illum >= 1) c += mat.ambient; return c; } vec3 computeSpecular(WaveFrontMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal) { if(mat.illum < 2) return vec3(0); // Compute specular only if not in shadow const float kPi = 3.14159265; const float kShininess = max(mat.shininess, 4.0); // Specular const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi); vec3 V = normalize(-viewDir); vec3 R = reflect(-lightDir, normal); float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess); return vec3(mat.specular * specular); }