// luma.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors import {glsl} from '../../../lib/glsl-utils/highlight'; export const lightingShader = glsl`\ uniform float lighting_uAmbient; uniform float lighting_uDiffuse; uniform float lighting_uShininess; uniform vec3 lighting_uSpecularColor; vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) { vec3 halfway_direction = normalize(light_direction + view_direction); float lambertian = dot(light_direction, normal_worldspace); float specular = 0.0; if (lambertian > 0.0) { float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0); specular = pow(specular_angle, lighting_uShininess); } lambertian = max(lambertian, 0.0); return (lambertian * lighting_uDiffuse * surfaceColor + specular * lighting_uSpecularColor) * color; } vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) { vec3 lightColor = surfaceColor; if (lighting_uEnabled) { vec3 view_direction = normalize(cameraPosition - position_worldspace); lightColor = lighting_uAmbient * surfaceColor * lighting_uAmbientLight.color; for (int i = 0; i < MAX_LIGHTS; i++) { if (i >= lighting_uPointLightCount) { break; } PointLight pointLight = lighting_uPointLight[i]; vec3 light_position_worldspace = pointLight.position; vec3 light_direction = normalize(light_position_worldspace - position_worldspace); lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color); } for (int i = 0; i < MAX_LIGHTS; i++) { if (i >= lighting_uDirectionalLightCount) { break; } DirectionalLight directionalLight = lighting_uDirectionalLight[i]; lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color); } } return lightColor; } vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) { vec3 lightColor = vec3(0, 0, 0); vec3 surfaceColor = vec3(0, 0, 0); if (lighting_uEnabled) { vec3 view_direction = normalize(cameraPosition - position_worldspace); for (int i = 0; i < MAX_LIGHTS; i++) { if (i >= lighting_uPointLightCount) { break; } PointLight pointLight = lighting_uPointLight[i]; vec3 light_position_worldspace = pointLight.position; vec3 light_direction = normalize(light_position_worldspace - position_worldspace); lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color); } for (int i = 0; i < MAX_LIGHTS; i++) { if (i >= lighting_uDirectionalLightCount) { break; } DirectionalLight directionalLight = lighting_uDirectionalLight[i]; lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color); } } return lightColor; } `;