## point (`lygia`/`lighting`/`light`/`point`)

Calculate point light

Dependencies:

Use:

``````lightPoint(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)
``````

Check it on Github

``````

#ifndef STR_LIGHT_POINT
#define STR_LIGHT_POINT
struct LightPoint {
vec3    position;
vec3    color;
float   intensity;
float   falloff;
};
#endif

#ifndef FNC_LIGHT_POINT
#define FNC_LIGHT_POINT

void lightPoint(
const in vec3 _diffuseColor, const in vec3 _specularColor,
const in vec3 _V,
const in vec3 _Lp, const in vec3 _Ld, const in vec3 _Lc, const in float _Li, const in float _Ldist, const in float _Lof,
const in vec3 _N, const in float _NoV, const in float _NoL, const in float _roughness, const in float _f0,
inout vec3 _diffuse, inout vec3 _specular) {

float dif   = diffuse(_Ld, _N, _V, _NoV, _NoL, _roughness);// * INV_PI;
float spec  = specular(_Ld, _N, _V, _NoV, _NoL, _roughness, _f0);

vec3 lightContribution = _Lc * _Li * _NoL;
if (_Lof > 0.0)
lightContribution *= falloff(_Ldist, _Lof);

_diffuse    += max(vec3(0.0), _diffuseColor * lightContribution * dif);
_specular   += max(vec3(0.0), _specularColor * lightContribution * spec);
}

#ifdef STR_MATERIAL
void lightPoint(
const in vec3 _diffuseColor, const in vec3 _specularColor,
LightPoint _L, const in Material _mat,
inout vec3 _diffuse, inout vec3 _specular)
{
float dist  = length(_L.position);
vec3 L      = _L.position/dist;

float f0    = max(_mat.f0.r, max(_mat.f0.g, _mat.f0.b));
float NoL   = dot(_mat.normal, L);

lightPoint( _diffuseColor, _specularColor,
_mat.V,
_L.position, L, _L.color, _L.intensity, dist, _L.falloff,
_mat.normal, _mat.NoV, NoL, _mat.roughness, f0,
_diffuse, _specular);

// TODO:
// - make sure that the shadow use a perspective projection
vec3  h     = normalize(_mat.V + L);
float NoH   = saturate(dot(_mat.normal, h));
float LoH   = saturate(dot(L, h));

float scatterVoH = saturate(dot(_mat.V, -L));
float forwardScatter = exp2(scatterVoH * _mat.subsurfacePower - _mat.subsurfacePower);
float backScatter = saturate(NoL * _mat.subsurfaceThickness + (1.0 - _mat.subsurfaceThickness)) * 0.5;
float subsurface = mix(backScatter, 1.0, forwardScatter) * (1.0 - _mat.subsurfaceThickness);
_diffuse += _mat.subsurfaceColor * (subsurface * diffuseLambert());
#endif
}
#endif

#endif

``````

Dependencies:

Use:

``````lightPoint(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)
``````

Check it on Github

``````

#ifndef STR_LIGHT_POINT
#define STR_LIGHT_POINT
struct LightPoint
{
float3 position;
float3 color;
float intensity;
float falloff;
};
#endif

#ifndef FNC_LIGHT_POINT
#define FNC_LIGHT_POINT

void lightPoint(
const in float3 _diffuseColor, const in float3 _specularColor,
const in float3 _V,
const in float3 _Lp, const in float3 _Ld, const in float3 _Lc, const in float _Li, const in float _Ldist, const in float _Lof,
const in float3 _N, const in float _NoV, const in float _NoL, const in float _roughness, const in float _f0,
inout float3 _diffuse, inout float3 _specular)
{

float dif = diffuse(_Ld, _N, _V, _NoV, _NoL, _roughness); // * INV_PI;
float spec = specular(_Ld, _N, _V, _NoV, _NoL, _roughness, _f0);

float3 lightContribution = _Lc * _Li * _NoL;
if (_Lof > 0.0)
lightContribution *= falloff(_Ldist, _Lof);

_diffuse += max(float3(0.0, 0.0, 0.0), _diffuseColor * lightContribution * dif);
_specular += max(float3(0.0, 0.0, 0.0), _specularColor * lightContribution * spec);
}

#ifdef STR_MATERIAL
void lightPoint(
const in float3 _diffuseColor, const in float3 _specularColor,
LightPoint _L, const in Material _mat,
inout float3 _diffuse, inout float3 _specular)
{
float dist  = length(_L.position);
float3 L      = _L.position/dist;

float f0    = max(_mat.f0.r, max(_mat.f0.g, _mat.f0.b));
float NoL   = dot(_mat.normal, L);

lightPoint( _diffuseColor, _specularColor,
_mat.V,
_L.position, L, _L.color, _L.intensity, dist, _L.falloff,
_mat.normal, _mat.NoV, NoL, _mat.roughness, f0,
_diffuse, _specular);

// TODO:
// - make sure that the shadow use a perspective projection
float3  h     = normalize(_mat.V + L);
float NoH   = saturate(dot(_mat.normal, h));
float LoH   = saturate(dot(L, h));

float scatterVoH = saturate(dot(_mat.V, -L));
float forwardScatter = exp2(scatterVoH * _mat.subsurfacePower - _mat.subsurfacePower);
float backScatter = saturate(NoL * _mat.subsurfaceThickness + (1.0 - _mat.subsurfaceThickness)) * 0.5;
float subsurface = lerp(backScatter, 1.0, forwardScatter) * (1.0 - _mat.subsurfaceThickness);
_diffuse += _mat.subsurfaceColor * (subsurface * diffuseLambert());
#endif
}
#endif

#endif
``````