armory/Shaders/std/ies.glsl
2017-08-15 11:39:06 +02:00

26 lines
917 B
GLSL

sampler2D texIES;
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
float iesAttenuation(vec3 L, ShadowLightInfo light) {
// 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;
}