fuckingtech/public/assets/glsl/lygia/lighting/diffuse/lambert.hlsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

22 lines
No EOL
1,008 B
HLSL

#include "../../math/const.hlsl"
#include "../shadingData/shadingData.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: Calculate diffuse contribution using lambert equation
use:
- <float> diffuseLambert(<float3> light, <float3> normal [, <float3> view, <float> roughness] )
- <float> diffuseLambert(<float3> L, <float3> N, <float3> V, <float> NoV, <float> NoL, <float> roughness)
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_DIFFUSE_LAMBERT
#define FNC_DIFFUSE_LAMBERT
float diffuseLambertConstant() { return INV_PI; }
float diffuseLambertConstant(ShadingData shadingData) { return diffuseLambertConstant(); }
float diffuseLambert(const in float3 L, const in float3 N) { return max(0.0, dot(N, L)); }
float diffuseLambert(ShadingData shadingData) { return max(0.0, shadingData.NoL); }
#endif