68 lines
No EOL
2.2 KiB
HLSL
68 lines
No EOL
2.2 KiB
HLSL
#include "../toMetallic.hlsl"
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#include "albedo.hlsl"
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#include "specular.hlsl"
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#include "../../sampler.hlsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Get material metalic property from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines
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use: float4 materialMetallic()
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options:
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- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
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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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#ifdef MATERIAL_METALLICMAP
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uniform SAMPLER_TYPE MATERIAL_METALLICMAP;
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#endif
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#if defined(MATERIAL_ROUGHNESSMETALLICMAP) && !defined(MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM)
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#define MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM
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uniform SAMPLER_TYPE MATERIAL_ROUGHNESSMETALLICMAP;
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#endif
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#if defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && !defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM)
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#define MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM
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uniform SAMPLER_TYPE MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP;
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#endif
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#ifndef FNC_MATERIAL_METALLIC
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#define FNC_MATERIAL_METALLIC
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float materialMetallic() {
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float metallic = 0.0;
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#if defined(MATERIAL_METALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
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float2 uv = v_texcoord.xy;
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#if defined(MATERIAL_METALLICMAP_OFFSET)
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uv += (MATERIAL_METALLICMAP_OFFSET).xy;
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#endif
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#if defined(MATERIAL_METALLICMAP_SCALE)
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uv *= (MATERIAL_METALLICMAP_SCALE).xy;
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#endif
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metallic = SAMPLER_FNC(MATERIAL_METALLICMAP, uv).b;
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#elif defined(MATERIAL_ROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
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float2 uv = v_texcoord.xy;
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metallic = SAMPLER_FNC(MATERIAL_ROUGHNESSMETALLICMAP, uv).b;
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#elif defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
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float2 uv = v_texcoord.xy;
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metallic = SAMPLER_FNC(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP, uv).b;
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#elif defined(MATERIAL_METALLIC)
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metallic = MATERIAL_METALLIC;
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#else
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float3 diffuse = materialAlbedo().rgb;
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float3 specular = materialSpecular();
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metallic = toMetallic(diffuse, specular);
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#endif
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return metallic;
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}
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#endif |