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

39 lines
No EOL
1.3 KiB
HLSL

#include "../../sampler.hlsl"
/*
contributors: Patricio Gonzalez Vivo
description: Get material specular 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(...))
- MATERIAL_SPECULARMAP
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_MATERIAL_SPECULAR
#define FNC_MATERIAL_SPECULAR
#ifdef MATERIAL_SPECULARMAP
uniform SAMPLER_TYPE MATERIAL_SPECULARMAP;
#endif
float3 materialSpecular() {
float3 spec = float3(0.04, 0.04, 0.04);
#if defined(MATERIAL_SPECULARMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
#if defined(MATERIAL_SPECULARMAP_OFFSET)
uv += (MATERIAL_SPECULARMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_SPECULARMAP_SCALE)
uv *= (MATERIAL_SPECULARMAP_SCALE).xy;
#endif
spec = SAMPLER_FNC(MATERIAL_SPECULARMAP, uv).rgb;
#elif defined(MATERIAL_SPECULAR)
spec = MATERIAL_SPECULAR;
#endif
return spec;
}
#endif