44 lines
No EOL
1.5 KiB
GLSL
44 lines
No EOL
1.5 KiB
GLSL
#include "../../sampler.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Get material normal property from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines
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use: vec4 materialOcclusion()
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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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#ifndef FNC_MATERIAL_OCCLUSION
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#define FNC_MATERIAL_OCCLUSION
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#ifdef MATERIAL_OCCLUSIONMAP
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uniform SAMPLER_TYPE MATERIAL_OCCLUSIONMAP;
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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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float materialOcclusion() {
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float occlusion = 1.0;
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#if defined(MATERIAL_OCCLUSIONMAP) && defined(MODEL_VERTEX_TEXCOORD)
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vec2 uv = v_texcoord.xy;
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occlusion = SAMPLER_FNC(MATERIAL_OCCLUSIONMAP, uv).r;
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#elif defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
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vec2 uv = v_texcoord.xy;
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occlusion = SAMPLER_FNC(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP, uv).r;
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#endif
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#if defined(MATERIAL_OCCLUSIONMAP_STRENGTH)
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occlusion *= MATERIAL_OCCLUSIONMAP_STRENGTH;
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#endif
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return occlusion;
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}
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#endif |