R2 Shaders
R2LightProjectiveLambertShadowVariance.h
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1 #ifndef R2_LIGHT_PROJECTIVE_LAMBERT_SHADOW_VARIANCE_H
2 #define R2_LIGHT_PROJECTIVE_LAMBERT_SHADOW_VARIANCE_H
3 
4 /// \file R2LightProjectiveLambertShadowVariance.h
5 /// \brief A projective light with no specular highlights and a variance shadow
6 
7 #include "R2LightShaderMain.h"
8 #include "R2LightPositional.h"
9 #include "R2LightProjective.h"
10 #include "R2LightSpherical.h"
11 #include "R2ShadowVariance.h"
12 
13 uniform R2_light_positional_t R2_light_projective;
14 uniform R2_shadow_variance_t R2_shadow_variance;
15 uniform sampler2D R2_light_projective_image;
16 uniform mat4x4 R2_transform_eye_to_light_eye;
17 uniform mat4x4 R2_transform_light_projection;
18 
21  const R2_reconstructed_surface_t surface)
22 {
24  R2_light_projective,
25  surface.position.xyz,
26  surface.normal,
27  R2_transform_eye_to_light_eye,
28  R2_transform_light_projection);
29 
30  float shadow =
31  R2_varianceShadowFactor (R2_shadow_variance, vectors);
32 
33  float attenuation =
35  R2_light_projective,
36  vectors.positional.distance) * vectors.back_projected * shadow;
37 
38  vec3 image_sample =
39  texture (R2_light_projective_image, vectors.surface_light_uv).rgb;
40 
41  vec3 diffuse =
42  R2_lightSphericalDiffuseLambertTerm (R2_light_projective, vectors.positional);
43 
44  return R2_light_output_t(
45  diffuse * image_sample * attenuation,
46  vec3 (0.0));
47 }
48 
49 #endif // R2_LIGHT_PROJECTIVE_LAMBERT_SHADOW_VARIANCE_H
Vectors used when calculating projective lighting.
float R2_lightPositionalAttenuation(const R2_light_positional_t light, const float distance)
vec4 position
The eye-space position of the surface.
R2_light_projective_vectors_t R2_lightProjectiveVectors(const R2_light_positional_t light, const vec3 p, const vec3 n, const mat4x4 m_eye_to_light_eye, const mat4x4 m_light_projection)
vec3 R2_lightSphericalDiffuseLambertTerm(const R2_light_positional_t light, const R2_light_positional_vectors_t v)
Reconstructed surface data, taken from the G-Buffer.
vec2 surface_light_uv
The surface position as UV coordinates from the perspective of the light.
float distance
The distance between the surface and light source.
A positional light type.
vec3 normal
The eye-space normal vector of the surface.
float R2_varianceShadowFactor(const R2_shadow_variance_t s, const R2_light_projective_vectors_t v)
The main function that all deferred light shaders must implement.
Functions for variance shadows.
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Functions and types related to spherical lighting.
Functions and types related to positional lighting.
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9
Functions and types related to projective lighting.
R2_light_positional_vectors_t positional
The vectors for positional lighting.
A variance shadow.
float back_projected
A value that indicates whether or not the light fragment is back projected (0.0 means back projected...