57 lines
1.7 KiB
GLSL
57 lines
1.7 KiB
GLSL
/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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struct GltfShadeMaterial
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{
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vec4 pbrBaseColorFactor;
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int pbrBaseColorTexture;
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vec3 emissiveFactor;
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};
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#ifndef __cplusplus
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struct PrimMeshInfo
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{
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uint indexOffset;
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uint vertexOffset;
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int materialIndex;
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};
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vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal)
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{
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// Lambertian
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float dotNL = max(dot(normal, lightDir), 0.0);
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return mat.pbrBaseColorFactor.xyz * dotNL;
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}
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vec3 computeSpecular(GltfShadeMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
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{
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// Compute specular only if not in shadow
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const float kPi = 3.14159265;
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const float kShininess = 60.0;
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// Specular
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const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
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vec3 V = normalize(-viewDir);
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vec3 R = reflect(-lightDir, normal);
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float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
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return vec3(specular);
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}
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#endif
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