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2024-Tsubasa / system / node_modules / three / src / renderers / shaders / ShaderChunk / lights_pars_begin.glsl.js
export default /* glsl */`
uniform bool receiveShadow;
uniform vec3 ambientLightColor;

#if defined( USE_LIGHT_PROBES )

	uniform vec3 lightProbe[ 9 ];

#endif

// get the irradiance (radiance convolved with cosine lobe) at the point 'normal' on the unit sphere
// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf
vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {

	// normal is assumed to have unit length

	float x = normal.x, y = normal.y, z = normal.z;

	// band 0
	vec3 result = shCoefficients[ 0 ] * 0.886227;

	// band 1
	result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
	result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
	result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;

	// band 2
	result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
	result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
	result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
	result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
	result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );

	return result;

}

vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {

	vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );

	vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );

	return irradiance;

}

vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {

	vec3 irradiance = ambientLightColor;

	return irradiance;

}

float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {

	#if defined ( LEGACY_LIGHTS )

		if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {

			return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );

		}

		return 1.0;

	#else

		// based upon Frostbite 3 Moving to Physically-based Rendering
		// page 32, equation 26: E[window1]
		// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
		float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );

		if ( cutoffDistance > 0.0 ) {

			distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );

		}

		return distanceFalloff;

	#endif

}

float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {

	return smoothstep( coneCosine, penumbraCosine, angleCosine );

}

#if NUM_DIR_LIGHTS > 0

	struct DirectionalLight {
		vec3 direction;
		vec3 color;
	};

	uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];

	void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {

		light.color = directionalLight.color;
		light.direction = directionalLight.direction;
		light.visible = true;

	}

#endif


#if NUM_POINT_LIGHTS > 0

	struct PointLight {
		vec3 position;
		vec3 color;
		float distance;
		float decay;
	};

	uniform PointLight pointLights[ NUM_POINT_LIGHTS ];

	// light is an out parameter as having it as a return value caused compiler errors on some devices
	void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {

		vec3 lVector = pointLight.position - geometryPosition;

		light.direction = normalize( lVector );

		float lightDistance = length( lVector );

		light.color = pointLight.color;
		light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );
		light.visible = ( light.color != vec3( 0.0 ) );

	}

#endif


#if NUM_SPOT_LIGHTS > 0

	struct SpotLight {
		vec3 position;
		vec3 direction;
		vec3 color;
		float distance;
		float decay;
		float coneCos;
		float penumbraCos;
	};

	uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];

	// light is an out parameter as having it as a return value caused compiler errors on some devices
	void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {

		vec3 lVector = spotLight.position - geometryPosition;

		light.direction = normalize( lVector );

		float angleCos = dot( light.direction, spotLight.direction );

		float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );

		if ( spotAttenuation > 0.0 ) {

			float lightDistance = length( lVector );

			light.color = spotLight.color * spotAttenuation;
			light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );
			light.visible = ( light.color != vec3( 0.0 ) );

		} else {

			light.color = vec3( 0.0 );
			light.visible = false;

		}

	}

#endif


#if NUM_RECT_AREA_LIGHTS > 0

	struct RectAreaLight {
		vec3 color;
		vec3 position;
		vec3 halfWidth;
		vec3 halfHeight;
	};

	// Pre-computed values of LinearTransformedCosine approximation of BRDF
	// BRDF approximation Texture is 64x64
	uniform sampler2D ltc_1; // RGBA Float
	uniform sampler2D ltc_2; // RGBA Float

	uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];

#endif


#if NUM_HEMI_LIGHTS > 0

	struct HemisphereLight {
		vec3 direction;
		vec3 skyColor;
		vec3 groundColor;
	};

	uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];

	vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {

		float dotNL = dot( normal, hemiLight.direction );
		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;

		vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );

		return irradiance;

	}

#endif
`;