]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/cooktorrance.glsl
Some refactoring of light calculations in shaders
[libs/gl.git] / shaderlib / cooktorrance.glsl
index 4b0c4dc814ca5b16e903d7003f1371b96b3c6503..79f88f6475db747479996e81c73079de8d1106bd 100644 (file)
@@ -118,7 +118,7 @@ vec3 fresnel_schlick(vec3 halfway, vec3 look, vec3 base_color, float metalness)
 }
 
 /* Computes the full contribution of a single light */
-vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness)
+vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 base_color, float metalness, float roughness)
 {
        vec3 halfway = normalize(light-look);
        float ndist = normal_distribution_ggxtr(normal, halfway, roughness);
@@ -128,7 +128,7 @@ vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 ligh
        vec3 k_diff = (1.0-k_spec)*(1.0-metalness);
 
        float spec_denom = max(4.0*max(dot(normal, -look), 0.0)*max(dot(normal, light), 0.0), 0.001);
-       return max(dot(normal, light), 0.0)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom);
+       return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom);
 }
 
 vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
@@ -151,10 +151,14 @@ vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float met
 
 vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
 {
-       vec3 light = normalize(world_light_dir);
-
-       float shadow = get_shadow_factor(0);
-       vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
+       vec3 color = vec3(0.0);
+       for(int i=0; i<max_lights; ++i)
+               if(light_sources[i].type!=0)
+               {
+                       IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+                       float shadow = get_shadow_factor(i);
+                       color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;
+               }
 
        color += cooktorrance_environment(normal, look, base_color, metalness, roughness);