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| |
| #include "funcdiffuseReflectionBSDF.glsllib" |
| #include "funcdiffuseReflectionWrapBSDF.glsllib" |
| |
| vec4 lambertReflectionBSDF( in vec3 N, in vec3 L, in vec3 lightDiffuse ) |
| { |
| // If we're not going to use the roughness on the diffuse, there's no point |
| // in wasting the cycles for the branching. |
| float cosThetaI = max( 0.0, dot( N, L ) ); |
| return vec4( cosThetaI * lightDiffuse, 1.0 ); |
| } |
| |
| |
| vec4 diffuseReflectionBSDFEnvironment( in vec3 N, in float roughness ) |
| { |
| return( vec4( 0.0, 0.0, 0.0, 1.0 ) ); |
| } |
| |
| // RNM radiosity normal maps |
| vec4 diffuseRNM( in vec3 N, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) |
| { |
| // we use a fixed basis like Half Life |
| vec3 B0 = vec3( -0.40825, 0.70711, 0.57735); |
| vec3 B1 = vec3( -0.40825, -0.70711, 0.57735); |
| vec3 B2 = vec3( 0.8165, 0.0, 0.57735); |
| |
| vec3 dp; |
| dp.x = clamp( dot ( N , B0 ), 0.0, 1.0); |
| dp.y = clamp( dot ( N , B1 ), 0.0, 1.0); |
| dp.z = clamp( dot ( N , B2 ), 0.0, 1.0); |
| |
| float sum = 1.0 / dot( dp, vec3(1.0, 1.0, 1.0) ); |
| vec3 diffuseLight = dp.x * rnmX + dp.y * rnmY + dp.z * rnmZ; |
| //vec3 diffuseLight = N.x * rnmX + N.y * rnmY + N.z * rnmZ; |
| |
| return (vec4(diffuseLight, 1.0) * sum); |
| } |