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path: root/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
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struct LightData { //this structure needs to be as packed as possible
	vec3 position;
	float inv_radius;

	vec3 direction;
	float size;

	vec3 color;
	float attenuation;

	float cone_attenuation;
	float cone_angle;
	float specular_amount;
	bool shadow_enabled;

	vec4 atlas_rect; // rect in the shadow atlas
	mat4 shadow_matrix;
	float shadow_bias;
	float shadow_normal_bias;
	float transmittance_bias;
	float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
	float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
	uint mask;
	float shadow_volumetric_fog_fade;
	uint pad;
	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 {
	vec3 box_extents;
	float index;
	vec3 box_offset;
	uint mask;
	vec3 ambient; // ambient color
	float intensity;
	bool exterior;
	bool box_project;
	uint ambient_mode;
	uint pad;
	//0-8 is intensity,8-9 is ambient, mode
	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 {
	vec3 direction;
	float energy;
	vec3 color;
	float size;
	float specular;
	uint mask;
	float softshadow_angle;
	float soft_shadow_scale;
	bool blend_splits;
	bool shadow_enabled;
	float fade_from;
	float fade_to;
	uvec3 pad;
	float shadow_volumetric_fog_fade;
	vec4 shadow_bias;
	vec4 shadow_normal_bias;
	vec4 shadow_transmittance_bias;
	vec4 shadow_z_range;
	vec4 shadow_range_begin;
	vec4 shadow_split_offsets;
	mat4 shadow_matrix1;
	mat4 shadow_matrix2;
	mat4 shadow_matrix3;
	mat4 shadow_matrix4;
	vec4 shadow_color1;
	vec4 shadow_color2;
	vec4 shadow_color3;
	vec4 shadow_color4;
	vec2 uv_scale1;
	vec2 uv_scale2;
	vec2 uv_scale3;
	vec2 uv_scale4;
};