82 lines
No EOL
2.5 KiB
GLSL
82 lines
No EOL
2.5 KiB
GLSL
#include "../math/powFast.glsl"
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#include "../sample/triplanar.glsl"
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#include "material/shininess.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Creates a fake cube and returns the value giving a normal direction
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use: <vec3> fakeCube(<vec3> _normal [, <float> _shininnes])
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options:
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- FAKECUBE_LIGHT_AMOUNT: amount of light to fake
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- FAKECUBE_ONLYXWALL: only the x wall is lit
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- FAKECUBE_ONLYYWALL: only the y wall is lit
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- FAKECUBE_ONLYZWALL: only the z wall is lit
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- FAKECUBE_NOFLOOR: removes the floor from the fake cube
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- FAKECUBE_NOROOF: removes the floor from the fake cube
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- FAKECUBE_NOXWALL: removes the x wall from the fake cube
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- FAKECUBE_NONXWALL: removes the -x wall from the fake cube
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- FAKECUBE_NOZWALL: removes the z wall from the fake cube
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- FAKECUBE_NOMZWALL: removes the -z wall from the fake cube
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- FAKECUBE_TEXTURE2D: function to sample the fake cube
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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 FAKECUBE_LIGHT_AMOUNT
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#define FAKECUBE_LIGHT_AMOUNT 0.005
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#endif
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#ifndef FNC_FAKECUBE
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#define FNC_FAKECUBE
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vec3 fakeCube(const in vec3 _normal, const in float _shininnes) {
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#if defined(FAKECUBE_TEXTURE2D)
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return sampleTriplanar(FAKECUBE_TEXTURE2D, _normal);
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#elif defined(FAKECUBE_ONLYXWALL)
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return vec3( powFast(saturate(_normal.x) + FAKECUBE_LIGHT_AMOUNT, _shininnes) );
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#elif defined(FAKECUBE_ONLYYWALL)
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return vec3( powFast(saturate(_normal.y) + FAKECUBE_LIGHT_AMOUNT, _shininnes) );
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#elif defined(FAKECUBE_ONLYZWALL)
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return vec3( powFast(saturate(_normal.z) + FAKECUBE_LIGHT_AMOUNT, _shininnes) );
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#else
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vec3 rAbs = abs(_normal);
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return vec3( powFast(max(max(rAbs.x, rAbs.y), rAbs.z) + FAKECUBE_LIGHT_AMOUNT, _shininnes)
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#ifdef FAKECUBE_NOFLOOR
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* smoothstep(-1.0, 0., _normal.y)
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#endif
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#ifdef FAKECUBE_NOROOF
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* smoothstep(1.0, 0., _normal.y)
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#endif
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#ifdef FAKECUBE_NOXWALL
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* smoothstep(1.0, 0.0, _normal.x)
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#endif
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#ifdef FAKECUBE_NONXWALL
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* smoothstep(-1.0, 0., _normal.x)
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#endif
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#ifdef FAKECUBE_NOZWALL
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* smoothstep(-1.0, 0., _normal.z)
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#endif
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#ifdef FAKECUBE_NONZWALL
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* smoothstep(1.0, 0., _normal.z)
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#endif
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);
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#endif
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}
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vec3 fakeCube(const in vec3 _normal) {
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return fakeCube(_normal, materialShininess() );
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}
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#endif |