/* Copyright (c) 2020, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ struct Light { vec4 position; // position.w represents type of light vec4 color; // color.w represents light intensity vec4 direction; // direction.w represents range vec2 info; // (only used for spot lights) info.x represents light inner cone angle, info.y represents light outer cone angle }; vec3 apply_directional_light(Light light, vec3 normal) { vec3 world_to_light = -light.direction.xyz; world_to_light = normalize(world_to_light); float ndotl = clamp(dot(normal, world_to_light), 0.0, 1.0); return ndotl * light.color.w * light.color.rgb; } vec3 apply_point_light(Light light, vec3 pos, vec3 normal) { vec3 world_to_light = light.position.xyz - pos; float dist = length(world_to_light) * 0.005; float atten = 1.0 / (dist * dist); world_to_light = normalize(world_to_light); float ndotl = clamp(dot(normal, world_to_light), 0.0, 1.0); return ndotl * light.color.w * atten * light.color.rgb; } vec3 apply_spot_light(Light light, vec3 pos, vec3 normal) { vec3 light_to_pixel = normalize(pos - light.position.xyz); float theta = dot(light_to_pixel, normalize(light.direction.xyz)); float inner_cone_angle = light.info.x; float outer_cone_angle = light.info.y; float intensity = (theta - outer_cone_angle) / (inner_cone_angle - outer_cone_angle); return smoothstep(0.0, 1.0, intensity) * light.color.w * light.color.rgb; }