armory/Shaders/std/ies.glsl
2017-08-17 14:37:04 +02:00

33 lines
1.1 KiB
GLSL

uniform sampler2D texIES;
float iesAttenuation(vec3 l) {
const float PI = 3.1415926535;
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
// Sample direction into light space
// vec3 iesSampleDirection = mul(light.worldToLight , -L);
// Cartesian to spherical
// Texture encoded with cos( phi ), scale from -1 - >1 to 0 - >1
// float phiCoord = (iesSampleDirection.z * 0.5f) + 0.5f;
// float theta = atan2 (iesSampleDirection.y , iesSampleDirection .x);
// float thetaCoord = theta * (1.0 / (PI * 2.0));
// float iesProfileScale = texture(texIES, vec2(thetaCoord, phiCoord)).r;
// return iesProfileScale;
// 1D texture
// vec3 pl = normalize(p - lightPos);
// float f = asin(dot(pl, l)) / PI + 0.5;
// return texture(texIES, vec2(f, 0.0)).r;
// 1D texture
// float cosTheta = dot(lightToPos, lightDir);
// float angle = acos(cosTheta) * (1.0 / PI);
// return texture(texIES, vec2(angle, 0.0), 0.0).r;
// Based on https://github.com/tobspr/RenderPipeline
float hor = acos(l.z) / PI;
float vert = atan(l.x, l.y) * (1.0 / (PI * 2.0)) + 0.5;
return texture(texIES, vec2(hor, vert)).r;
}