1/**
2 * Mandelbulber v2, a 3D fractal generator       ,=#MKNmMMKmmßMNWy,
3 *                                             ,B" ]L,,p%%%,,,§;, "K
4 * Copyright (C) 2018-21 Mandelbulber Team     §R-==%w["'~5]m%=L.=~5N
5 *                                        ,=mm=§M ]=4 yJKA"/-Nsaj  "Bw,==,,
6 * This file is part of Mandelbulber.    §R.r= jw",M  Km .mM  FW ",§=ß., ,TN
7 *                                     ,4R =%["w[N=7]J '"5=],""]]M,w,-; T=]M
8 * Mandelbulber is free software:     §R.ß~-Q/M=,=5"v"]=Qf,'§"M= =,M.§ Rz]M"Kw
9 * you can redistribute it and/or     §w "xDY.J ' -"m=====WeC=\ ""%""y=%"]"" §
10 * modify it under the terms of the    "§M=M =D=4"N #"%==A%p M§ M6  R' #"=~.4M
11 * GNU General Public License as        §W =, ][T"]C  §  § '§ e===~ U  !§[Z ]N
12 * published by the                    4M",,Jm=,"=e~  §  §  j]]""N  BmM"py=ßM
13 * Free Software Foundation,          ]§ T,M=& 'YmMMpM9MMM%=w=,,=MT]M m§;'§,
14 * either version 3 of the License,    TWw [.j"5=~N[=§%=%W,T ]R,"=="Y[LFT ]N
15 * or (at your option)                   TW=,-#"%=;[  =Q:["V""  ],,M.m == ]N
16 * any later version.                      J§"mr"] ,=,," =="""J]= M"M"]==ß"
17 *                                          §= "=C=4 §"eM "=B:m|4"]#F,§~
18 * Mandelbulber is distributed in            "9w=,,]w em%wJ '"~" ,=,,ß"
19 * the hope that it will be useful,                 . "K=  ,=RMMMßM"""
20 * but WITHOUT ANY WARRANTY;                            .'''
21 * without even the implied warranty
22 * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
23 *
24 * See the GNU General Public License for more details.
25 * You should have received a copy of the GNU General Public License
26 * along with Mandelbulber. If not, see <http://www.gnu.org/licenses/>.
27 *
28 * ###########################################################################
29 *
30 * Authors: Krzysztof Marczak (buddhi1980@gmail.com)
31 *
32 * calculation of surface shader
33 */
34
35float3 ObjectShader(__constant sClInConstants *consts, sRenderData *renderData,
36	sShaderInputDataCl *input, sClCalcParams *calcParam, float3 *outSurfaceColor, float3 *outSpecular,
37	float3 *iridescenceOut, float *alphaOut, sClGradientsCollection *gradients)
38{
39	float3 color = 0.7f;
40
41	float3 shade = 0.0f;
42	float3 specular = 0.0f;
43	float3 shadow = 1.0f;
44	*alphaOut = 1.0f;
45
46	float3 fillLight = consts->params.fillLightColor;
47
48	float3 surfaceColor = SurfaceColor(consts, renderData, input, calcParam, gradients);
49
50#ifdef USE_TEXTURES
51#ifdef USE_COLOR_TEXTURE
52	float texColInt = input->material->colorTextureIntensity;
53	float texColIntN = 1.0f - texColInt;
54	surfaceColor *= input->texColor * texColInt + texColIntN;
55#endif
56#endif
57
58	float3 AO = 0.0f;
59	if (consts->params.ambientOcclusionEnabled)
60	{
61#ifdef AO_MODE_FAST
62		AO = FastAmbientOcclusion(consts, renderData, input, calcParam);
63#endif
64#ifdef AO_MODE_MULTIPLE_RAYS
65		AO = AmbientOcclusion(consts, renderData, input, calcParam);
66#endif
67		AO *= consts->params.ambientOcclusion * consts->params.ambientOcclusionColor;
68	}
69
70	float3 envMapping = 0.0f;
71#ifdef USE_ENV_MAPPING
72	envMapping = EnvMappingShader(consts, renderData, input);
73	envMapping *= input->material->reflectance;
74#ifdef USE_TEXTURES
75#ifdef USE_DIFFUSION_TEXTURE
76	envMapping *= input->texDiffuse;
77#endif
78#endif
79
80#endif
81
82	float3 auxLights = 0.0f;
83	float3 auxSpecular = 0.0f;
84
85#ifdef AUX_LIGHTS
86	auxLights =
87		AuxLightsShader(consts, renderData, input, calcParam, surfaceColor, gradients, &auxSpecular);
88#endif
89
90	float3 fakeLights = 0.0f;
91	float3 fakeLightsSpecular = 0.0f;
92#ifdef FAKE_LIGHTS
93	fakeLights =
94		FakeLightsShader(consts, input, calcParam, surfaceColor, gradients, &fakeLightsSpecular);
95#endif
96
97	float3 iridescence = 1.0f;
98#ifdef USE_IRIDESCENCE
99	if (input->material->iridescenceEnabled)
100	{
101		iridescence = IridescenceShader(consts, renderData, input, calcParam);
102	}
103#endif
104	*iridescenceOut = iridescence;
105
106	float3 totalSpecular = (fakeLightsSpecular + auxSpecular) * iridescence;
107
108	float3 luminosity;
109#ifdef USE_LUMINOSITY_GRADIENT
110	if (input->material->useColorsFromPalette && input->material->luminosityGradientEnable)
111	{
112		luminosity = input->material->luminosity * gradients->luminosity;
113	}
114	else
115#endif
116	{
117		luminosity = input->material->luminosity * input->material->luminosityColor;
118	}
119
120#ifdef USE_TEXTURES
121#ifdef USE_LUMINOSITY_TEXTURE
122	luminosity += input->texLuminosity * input->material->luminosityTextureIntensity;
123#endif
124#endif
125
126	color = surfaceColor * (fillLight + auxLights + fakeLights + AO) + envMapping + totalSpecular
127					+ luminosity;
128	*outSpecular = totalSpecular;
129
130	*outSurfaceColor = surfaceColor;
131	return color;
132}
133