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

68 lines
No EOL
2.2 KiB
HLSL

#include "../toMetallic.hlsl"
#include "albedo.hlsl"
#include "specular.hlsl"
#include "../../sampler.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: Get material metalic property from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines
use: float4 materialMetallic()
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
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
*/
#ifdef MATERIAL_METALLICMAP
uniform SAMPLER_TYPE MATERIAL_METALLICMAP;
#endif
#if defined(MATERIAL_ROUGHNESSMETALLICMAP) && !defined(MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM)
#define MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM
uniform SAMPLER_TYPE MATERIAL_ROUGHNESSMETALLICMAP;
#endif
#if defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && !defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM)
#define MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM
uniform SAMPLER_TYPE MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP;
#endif
#ifndef FNC_MATERIAL_METALLIC
#define FNC_MATERIAL_METALLIC
float materialMetallic() {
float metallic = 0.0;
#if defined(MATERIAL_METALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
#if defined(MATERIAL_METALLICMAP_OFFSET)
uv += (MATERIAL_METALLICMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_METALLICMAP_SCALE)
uv *= (MATERIAL_METALLICMAP_SCALE).xy;
#endif
metallic = SAMPLER_FNC(MATERIAL_METALLICMAP, uv).b;
#elif defined(MATERIAL_ROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
metallic = SAMPLER_FNC(MATERIAL_ROUGHNESSMETALLICMAP, uv).b;
#elif defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
metallic = SAMPLER_FNC(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP, uv).b;
#elif defined(MATERIAL_METALLIC)
metallic = MATERIAL_METALLIC;
#else
float3 diffuse = materialAlbedo().rgb;
float3 specular = materialSpecular();
metallic = toMetallic(diffuse, specular);
#endif
return metallic;
}
#endif