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