Solara-Shaders/shaders/lib/surface/directionalLightmap.glsl
2024-06-22 15:15:55 -04:00

25 lines
837 B
GLSL

mat3 GetLightmapTBN(vec3 viewPos) {
mat3 lightmapTBN = mat3(normalize(dFdx(viewPos)), normalize(dFdy(viewPos)), vec3(0.0));
lightmapTBN[2] = cross(lightmapTBN[0], lightmapTBN[1]);
return lightmapTBN;
}
float DirectionalLightmap(float lightmap, float lightmapRaw, vec3 normal, mat3 lightmapTBN) {
if (lightmap < 0.001) return lightmap;
vec2 deriv = vec2(dFdx(lightmapRaw), dFdy(lightmapRaw)) * 256.0;
vec3 dir = normalize(vec3(
deriv.x * lightmapTBN[0] +
0.0005 * lightmapTBN[2] +
deriv.y * lightmapTBN[1]
));
float pwr = clamp(dot(normal, dir), -1.0, 1.0);
if (abs(pwr) > 0.0)
pwr = pow(abs(pwr), DIRECTIONAL_LIGHTMAP_STRENGTH) * sign(pwr) * lightmap;
if (length(deriv) > 0.001)
lightmap = pow(lightmap, max(1.0 - pwr, 0.001));
return lightmap;
}