mirror of
https://github.com/TheRedShip/RT_GPU.git
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53 lines
1.5 KiB
GLSL
53 lines
1.5 KiB
GLSL
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vec3 GetEnvironmentLight(Ray ray)
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{
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vec3 sun_pos = vec3(-1., 1.0, 0.);
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float SunFocus = 1.5;
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float SunIntensity = 0.5;
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vec3 GroundColour = vec3(0.5, 0.5, 0.5);
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vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
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vec3 SkyColourZenith = SkyColourHorizon / 2.0;
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float skyGradientT = pow(smoothstep(0.0, 0.4, ray.direction.y), 0.35);
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float groundToSkyT = smoothstep(-0.01, 0.0, ray.direction.y);
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vec3 skyGradient = mix(SkyColourHorizon, SkyColourZenith, skyGradientT);
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float sun = pow(max(0, dot(ray.direction, sun_pos.xyz)), SunFocus) * SunIntensity;
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// Combine ground, sky, and sun
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vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
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return composite;
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}
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hitInfo traceRay(Ray ray);
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vec3 sampleLights(vec3 position)
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{
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vec3 light = vec3(0.0);
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for (int i = 0; i < u_objectsNum; i++)
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{
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GPUObject obj = objects[i];
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GPUMaterial mat = materials[obj.mat_index];
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if (obj.type == 0 && mat.emission > 0.0)
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{
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vec3 light_dir = normalize(obj.position - position);
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float light_dist = length(obj.position - position);
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Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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if (shadow_hit.obj_index == i)
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light += mat.emission * mat.color / (light_dist);
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}
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}
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return (light);
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}
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void calculateLightColor(inout vec3 color, inout vec3 light, GPUMaterial mat, hitInfo hit)
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{
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color *= mat.color;
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position);
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} |