43 lines
No EOL
1.7 KiB
GLSL
43 lines
No EOL
1.7 KiB
GLSL
#include "../math/saturate.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: |
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This function calculates the reflection vector of a given vector and normal.
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It also takes into account the roughness of the material.
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If MATERIAL_ANISOTROPY is defined, it will also take into account the anisotropy direction.
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If MODEL_VERTEX_TANGENT is defined, it will use the tangentToWorld matrix to calculate the anisotropy direction.
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use: <vec3> reflection(<vec3> vector, <vec3> normal, <float> roughness);
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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_REFLECTION
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#define FNC_REFLECTION
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vec3 reflection(const in vec3 _V, const in vec3 _N, const in float _roughness) {
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// Reflect
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#ifdef MATERIAL_ANISOTROPY
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vec3 anisotropicT = MATERIAL_ANISOTROPY_DIRECTION;
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vec3 anisotropicB = MATERIAL_ANISOTROPY_DIRECTION;
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#ifdef MODEL_VERTEX_TANGENT
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anisotropicT = normalize(v_tangentToWorld * MATERIAL_ANISOTROPY_DIRECTION);
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anisotropicB = normalize(cross(v_tangentToWorld[2], anisotropicT));
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#endif
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vec3 anisotropyDirection = MATERIAL_ANISOTROPY >= 0.0 ? anisotropicB : anisotropicT;
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vec3 anisotropicTangent = cross(anisotropyDirection, _V);
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vec3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);
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float bendFactor = abs(MATERIAL_ANISOTROPY) * saturate(5.0 * _roughness);
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vec3 bentNormal = normalize(mix(_N, anisotropicNormal, bendFactor));
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return reflect(-_V, bentNormal);
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#else
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return reflect(-_V, _N);
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#endif
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}
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#endif |