- return normalize(world_normal);
-}
-
-virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
-{
- vec4 light_pos = light_sources[index].position;
- vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
- float d = length(rel_pos);
- float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
- return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
-}
-
-virtual vec3 get_environment_sample(vec3 direction, float roughness)
-{
- float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
- return textureLod(environment_map, env_world_matrix*direction, lod).rgb;