Files
RT_GPU/shaders/light.glsl
2025-01-14 20:38:03 +01:00

53 lines
1.5 KiB
GLSL

vec3 GetEnvironmentLight(Ray ray)
{
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 1.;
vec3 GroundColour = vec3(0.5, 0.5, 0.5);
vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
vec3 SkyColourZenith = SkyColourHorizon / 2.0;
float skyGradientT = pow(smoothstep(0.0, 0.4, ray.direction.y), 0.35);
float groundToSkyT = smoothstep(-0.01, 0.0, ray.direction.y);
vec3 skyGradient = mix(SkyColourHorizon, SkyColourZenith, skyGradientT);
float sun = pow(max(0, dot(ray.direction, sun_pos.xyz)), SunFocus) * SunIntensity;
// Combine ground, sky, and sun
vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
return composite;
}
hitInfo traceRay(Ray ray);
vec3 sampleLights(vec3 position)
{
vec3 light = vec3(0.0);
for (int i = 0; i < u_objectsNum; i++)
{
GPUObject obj = objects[i];
GPUMaterial mat = materials[obj.mat_index];
if (mat.emission > 0.0)
{
vec3 light_dir = normalize(obj.position - position);
float light_dist = length(obj.position - position);
Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
hitInfo shadow_hit = traceRay(shadow_ray);
if (shadow_hit.obj_index == i)
light += mat.emission * mat.color / (light_dist);
}
}
return (light);
}
void calculateLightColor(inout vec3 color, inout vec3 light, GPUMaterial mat, hitInfo hit)
{
color *= mat.color;
light += mat.emission * mat.color;
// light += sampleLights(hit.position);
}