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-rw-r--r--3rdparty/bgfx/examples/21-deferred/common.sh62
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diff --git a/3rdparty/bgfx/examples/21-deferred/common.sh b/3rdparty/bgfx/examples/21-deferred/common.sh
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+/*
+ * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+ */
+
+#include "../common/common.sh"
+
+vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
+{
+ float ndotl = dot(_normal, _lightDir);
+ vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
+ float rdotv = dot(reflected, _viewDir);
+ return vec2(ndotl, rdotv);
+}
+
+float fresnel(float _ndotl, float _bias, float _pow)
+{
+ float facing = (1.0 - _ndotl);
+ return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
+}
+
+vec4 lit(float _ndotl, float _rdotv, float _m)
+{
+ float diff = max(0.0, _ndotl);
+ float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
+ return vec4(1.0, diff, spec, 1.0);
+}
+
+vec4 powRgba(vec4 _rgba, float _pow)
+{
+ vec4 result;
+ result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
+ result.w = _rgba.w;
+ return result;
+}
+
+vec3 calcLight(vec3 _wpos, vec3 _normal, vec3 _view, vec3 _lightPos, float _lightRadius, vec3 _lightRgb, float _lightInner)
+{
+ vec3 lp = _lightPos - _wpos;
+ float attn = 1.0 - smoothstep(_lightInner, 1.0, length(lp) / _lightRadius);
+ vec3 lightDir = normalize(lp);
+ vec2 bln = blinn(lightDir, _normal, _view);
+ vec4 lc = lit(bln.x, bln.y, 1.0);
+ vec3 rgb = _lightRgb * saturate(lc.y) * attn;
+ return rgb;
+}
+
+float toClipSpaceDepth(float _depthTextureZ)
+{
+#if BGFX_SHADER_LANGUAGE_GLSL
+ return _depthTextureZ * 2.0 - 1.0;
+#else
+ return _depthTextureZ;
+#endif // BGFX_SHADER_LANGUAGE_GLSL
+}
+
+vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
+{
+ vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
+ return wpos.xyz / wpos.w;
+}
+