22 lines
No EOL
991 B
GLSL
22 lines
No EOL
991 B
GLSL
#include "../../math/const.glsl"
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#include "../shadingData/shadingData.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Calculate diffuse contribution using lambert equation
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use:
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- <float> diffuseLambert(<vec3> light, <vec3> normal [, <vec3> view, <float> roughness])
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- <float> diffuseLambert(<vec3> L, <vec3> N, <vec3> V, <float> NoV, <float> NoL, <float> roughness)
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef FNC_DIFFUSE_LAMBERT
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#define FNC_DIFFUSE_LAMBERT
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float diffuseLambertConstant() { return INV_PI; }
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float diffuseLambertConstant(ShadingData shadingData) { return diffuseLambertConstant(); }
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float diffuseLambert(const in vec3 L, const in vec3 N) { return max(0.0, dot(N, L)); }
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float diffuseLambert(ShadingData shadingData) { return max(0.0, shadingData.NoL); }
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#endif |