virtualx-engine/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

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2.4 KiB
GLSL

#define LIGHT_BAKE_DISABLED 0
#define LIGHT_BAKE_STATIC 1
#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
highp float inv_radius;
mediump vec3 direction;
highp float size;
mediump vec3 color;
mediump float attenuation;
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
highp float shadow_bias;
highp float shadow_normal_bias;
highp float transmittance_bias;
highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
mediump float volumetric_fog_energy;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
#define REFLECTION_AMBIENT_DISABLED 0
#define REFLECTION_AMBIENT_ENVIRONMENT 1
#define REFLECTION_AMBIENT_COLOR 2
struct ReflectionData {
highp vec3 box_extents;
mediump float index;
highp vec3 box_offset;
uint mask;
mediump vec3 ambient; // ambient color
mediump float intensity;
bool exterior;
bool box_project;
uint ambient_mode;
float exposure_normalization;
//0-8 is intensity,8-9 is ambient, mode
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
struct DirectionalLightData {
mediump vec3 direction;
highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image)
mediump vec3 color;
mediump float size;
mediump float specular;
uint mask;
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;
uint bake_mode;
mediump float volumetric_fog_energy;
highp vec4 shadow_bias;
highp vec4 shadow_normal_bias;
highp vec4 shadow_transmittance_bias;
highp vec4 shadow_z_range;
highp vec4 shadow_range_begin;
highp vec4 shadow_split_offsets;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
highp vec2 uv_scale1;
highp vec2 uv_scale2;
highp vec2 uv_scale3;
highp vec2 uv_scale4;
};