84 lines
2.4 KiB
GLSL
84 lines
2.4 KiB
GLSL
#define LIGHT_BAKE_DISABLED 0
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#define LIGHT_BAKE_STATIC 1
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#define LIGHT_BAKE_DYNAMIC 2
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struct LightData { //this structure needs to be as packed as possible
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highp vec3 position;
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highp float inv_radius;
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mediump vec3 direction;
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highp float size;
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mediump vec3 color;
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mediump float attenuation;
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mediump float cone_attenuation;
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mediump float cone_angle;
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mediump float specular_amount;
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mediump float shadow_opacity;
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highp vec4 atlas_rect; // rect in the shadow atlas
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highp mat4 shadow_matrix;
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highp float shadow_bias;
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highp float shadow_normal_bias;
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highp float transmittance_bias;
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highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
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highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
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uint mask;
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mediump float volumetric_fog_energy;
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uint bake_mode;
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highp vec4 projector_rect; //projector rect in srgb decal atlas
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};
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#define REFLECTION_AMBIENT_DISABLED 0
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#define REFLECTION_AMBIENT_ENVIRONMENT 1
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#define REFLECTION_AMBIENT_COLOR 2
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struct ReflectionData {
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highp vec3 box_extents;
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mediump float index;
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highp vec3 box_offset;
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uint mask;
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mediump vec3 ambient; // ambient color
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mediump float intensity;
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bool exterior;
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bool box_project;
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uint ambient_mode;
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float exposure_normalization;
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//0-8 is intensity,8-9 is ambient, mode
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highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
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// notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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struct DirectionalLightData {
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mediump vec3 direction;
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highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image)
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mediump vec3 color;
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mediump float size;
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mediump float specular;
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uint mask;
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highp float softshadow_angle;
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highp float soft_shadow_scale;
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bool blend_splits;
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mediump float shadow_opacity;
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highp float fade_from;
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highp float fade_to;
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uvec2 pad;
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uint bake_mode;
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mediump float volumetric_fog_energy;
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highp vec4 shadow_bias;
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highp vec4 shadow_normal_bias;
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highp vec4 shadow_transmittance_bias;
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highp vec4 shadow_z_range;
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highp vec4 shadow_range_begin;
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highp vec4 shadow_split_offsets;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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highp vec2 uv_scale1;
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highp vec2 uv_scale2;
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highp vec2 uv_scale3;
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highp vec2 uv_scale4;
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};
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