// Sun Most Representative Point (used for MRP area lighting method) // From "Frostbite going PBR" paper vec3 sunDirection(vec3 R, vec3 sun_direction, float sun_angle_tan_half, mat4 inverse_view_matrix) { sun_direction = normalize((transpose(inverse_view_matrix) * vec4(sun_direction, 0.)).xyz); float DdotR = dot(sun_direction, R); vec3 S = normalize(R - DdotR * sun_direction); float sun_angle_tan_half2 = 1 + sun_angle_tan_half * sun_angle_tan_half; vec2 sun_angle_sin_cos = vec2(2 * sun_angle_tan_half, 2 - sun_angle_tan_half2) / sun_angle_tan_half2; // Equivalent to DdotR < cos(sun_angle) float factor = step(DdotR, sun_angle_sin_cos.y); return mix(R, normalize(sun_direction * sun_angle_sin_cos.y + S * sun_angle_sin_cos.x), factor); }