R2 Core Shaders

R2LightDirectionalSpecular.h
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1 #ifndef R2_LIGHT_DIRECTIONAL_SPECULAR_H
2 #define R2_LIGHT_DIRECTIONAL_SPECULAR_H
3
4 /// \file R2LightDirectionalSpecular.h
5 /// \brief A trivial directional light with Phong specular highlights
6
7 #include "R2LightShaderMain.h"
8 #include "R2LightDirectional.h"
9
10 uniform R2_light_directional_t R2_light_directional;
11
12 R2_light_output_t
13 R2_deferredLightMain(
14 const R2_reconstructed_surface_t surface)
15 {
16 R2_light_directional_vectors_t vectors =
17 R2_lightDirectionalVectors (
18 R2_light_directional, surface.position.xyz, surface.normal);
19
20 vec3 diffuse =
21 R2_lightDirectionalDiffuseTerm (R2_light_directional, vectors);
22
23 vec3 specular =
24 R2_lightDirectionalSpecularTerm (
25 R2_light_directional,
26 vectors,
27 surface.specular,
28 surface.specular_exponent);
29
30 return R2_light_output_t (diffuse, specular);
31 }
32
33 #endif // R2_LIGHT_DIRECTIONAL_SPECULAR_H
R2_lightDirectionalDiffuseTerm
vec3 R2_lightDirectionalDiffuseTerm(const R2_light_directional_t light, const R2_light_directional_vectors_t v)
Definition: R2LightDirectional.h:59
R2_deferredLightMain
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Definition: R2LightDirectionalSpecular.h:13
R2LightDirectional.h
Functions and types related to directional lighting.
R2_reconstructed_surface_t::position
vec4 position
The eye-space position of the surface.
Definition: R2ReconstructedSurface.h:30
R2_light_directional_vectors_t
Vectors used when calculating directional lighting.
Definition: R2LightDirectional.h:9
R2_reconstructed_surface_t::specular_exponent
float specular_exponent
The sampled surface specular exponent in the range [0, 256]
Definition: R2ReconstructedSurface.h:25
R2_reconstructed_surface_t
Reconstructed surface data, taken from the G-Buffer.
Definition: R2ReconstructedSurface.h:16
R2_reconstructed_surface_t::normal
vec3 normal
The eye-space normal vector of the surface.
Definition: R2ReconstructedSurface.h:28
R2LightShaderMain.h
The main function that all deferred light shaders must implement.
R2_reconstructed_surface_t::specular
vec3 specular
The sampled surface specular color.
Definition: R2ReconstructedSurface.h:23
R2_lightDirectionalSpecularTerm
vec3 R2_lightDirectionalSpecularTerm(const R2_light_directional_t light, const R2_light_directional_vectors_t v, const vec3 specular_color, const float specular_exponent)
Definition: R2LightDirectional.h:77
R2_light_directional_t
A directional light type.
Definition: R2LightDirectional.h:22
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9
R2_lightDirectionalVectors
R2_light_directional_vectors_t R2_lightDirectionalVectors(const R2_light_directional_t light, const vec3 p, const vec3 n)
Definition: R2LightDirectional.h:40