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@@ -209,8 +209,6 @@ float microfacetDistribution(PBRInfo pbrInputs, PBRLightInfo pbrLight)
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vec3 pbrModel(PBRInfo pbrInputs, vec3 lightColor, vec3 lightDir) {
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-// vec3 lightDir = lightPos - vec3(Position);
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-
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vec3 n = getNormal(); // normal at surface point
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vec3 v = normalize(CamDir); // Vector from surface point to camera
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vec3 l = normalize(lightDir); // Vector from surface point to light
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@@ -245,7 +243,6 @@ vec3 pbrModel(PBRInfo pbrInputs, vec3 lightColor, vec3 lightDir) {
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return color;
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}
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-
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void main() {
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float perceptualRoughness = uRoughnessFactor;
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@@ -276,11 +273,6 @@ void main() {
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vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
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diffuseColor *= 1.0 - metallic;
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-// vec3 AmbientLight = vec3(0.5);
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-// diffuseColor.rgb += AmbientLight;
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-// diffuseColor *= baseColor.rgb;
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-// diffuseColor = max(diffuseColor, 0.0);
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-
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vec3 specularColor = mix(f0, baseColor.rgb, uMetallicFactor);
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// Compute reflectance.
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@@ -342,38 +334,6 @@ void main() {
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#endif
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#if SPOT_LIGHTS>0
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-// for (int i = 0; i < SPOT_LIGHTS; i++) {
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-// // Calculates the direction and distance from the current vertex to this spot light.
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-// vec3 lightDirection = SpotLightPosition(i) - vec3(Position);
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-// float lightDistance = length(lightDirection);
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-// lightDirection = lightDirection / lightDistance;
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-//
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-// // Calculates the attenuation due to the distance of the light
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-// float attenuation = 1.0 / (1.0 + SpotLightLinearDecay(i) * lightDistance +
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-// SpotLightQuadraticDecay(i) * lightDistance * lightDistance);
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-//
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-// // Calculates the angle between the vertex direction and spot direction
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-// // If this angle is greater than the cutoff the spotlight will not contribute
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-// // to the final color.
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-// float angle = acos(dot(-lightDirection, SpotLightDirection(i)));
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-// float cutoff = radians(clamp(SpotLightCutoffAngle(i), 0.0, 90.0));
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-//
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-// if (angle < cutoff) {
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-// float spotFactor = pow(dot(-lightDirection, SpotLightDirection(i)), SpotLightAngularDecay(i));
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-//
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-// // Diffuse reflection
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-// float dotNormal = max(dot(lightDirection, normal), 0.0);
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-// color += SpotLightColor(i) * dotNormal * attenuation * spotFactor;
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-//
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-// // Specular reflection
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-// vec3 ref = reflect(-lightDirection, normal);
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-// if (dotNormal > 0.0) {
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-// color += SpotLightColor(i) * pow(max(dot(ref, CamDir), 0.0), 5) * attenuation * spotFactor;
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-// }
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-// }
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-// }
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-
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-// TODO
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for (int i = 0; i < SPOT_LIGHTS; i++) {
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// Calculates the direction and distance from the current vertex to this spot light.
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