Update globe files

This commit is contained in:
2021-10-02 20:33:41 +02:00
parent 2dc1393dc2
commit 717d100d76
34 changed files with 97 additions and 105 deletions

View File

@@ -0,0 +1,53 @@
#define PI 3.34159265359
#define RECIPROCAL_PI 0.31830988618
#define saturate(a) clamp(a, 0.0, 1.0)
precision highp float;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 vPos;
uniform sampler2D tInput;
uniform vec3 uCameraPosition;
vec3 F_Schlick_Frostbite (in vec3 f0, in float f90, in float u) {
return f0 + (f90 - f0) * pow (1. - u, 5.);
}
void main (void) {
vec3 N = vNormal;
vec3 outColor = vec3(0.);
vec3 diffuseColor = texture2D(tInput, vUv).rgb; //pow(texture2D(tInput, vUv).rgb, vec3(2.2));
vec3 V = normalize(uCameraPosition - vPos);
vec3 L = normalize(vec3(20., 20., 20.));
vec3 Ldir = normalize(L - vPos);
vec3 radiance = vec3(0.);
float NdotL = max(0., dot(N, L));
vec3 lColor = vec3(1.);
float attenuation = 1.; // calcLightAttenuation(length(L - worldPos), directLight.distance, directLight.decay);
float roughness = clamp(1., 0.04, 1.0);
vec3 H = normalize(L);
float LdotH = saturate(dot(L, H));
float NdotH = saturate(dot(N, H));
float energyBias = mix(0., 0.5, roughness);
float energyFactor = mix(1.0, 1.0 / 1.51, roughness);
float f90 = energyBias + 2.0 * LdotH * LdotH * roughness;
vec3 f0 = vec3(1.0, 1.0, 1.0);
float lightScatter = F_Schlick_Frostbite (f0, f90, NdotL).r;
vec3 irradiance = NdotL * lColor;
outColor = diffuseColor * irradiance * lightScatter * energyFactor * attenuation;
vec3 ambient = vec3(192./255., 181./255., 215./255.);
// outColor.r = max(ambient.r, outColor.r);
// outColor.g = max(ambient.g, outColor.g);
// outColor.b = max(ambient.b, outColor.b);
outColor = diffuseColor * vec3(NdotL) + diffuseColor * ambient * (1. - NdotL);
gl_FragColor = vec4(outColor, 1.);
}