Files
first-voxels/src/shaders/shading.cginc
T

25 lines
808 B
HLSL

/*
* Returns material albedo for given voxel
*/
vec3 getAlbedo(uint data) { return _Materials[data-1].albedo.rgb; }
float getSpecular(uint data) { return _Materials[data-1].specular; }
/*
point: Hit point
view: View vector (camera ray)
normal: Normal vector
*/
vec3 applyLighting(vec3 hitPoint, vec3 view, vec3 normal, uint data)
{
// Lighting
vec3 ambientColor = vec3(0.9, 0.9, 1.0);
vec3 ambient = ambientColor * 0.05;
vec3 sky = ambientColor * 0.1 * max(normal.y, 0);
vec3 sunColor = vec3(1.0, 1.0, 0.9);
vec3 diffuse = sunColor * max(1.0-dot(normal, _SunDir), 0.0);
vec3 specular = sunColor * getSpecular(data) * pow(max(dot(view, reflect(_SunDir, normal)), 0.0), 32);
// Combine colors
return (ambient + sky + diffuse + specular) * getAlbedo(data);
}