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

32 lines
No EOL
1.2 KiB
GLSL

#include "shadingData/new.glsl"
#include "specular/phong.glsl"
#include "specular/blinnPhong.glsl"
#include "specular/cookTorrance.glsl"
#include "specular/gaussian.glsl"
#include "specular/beckmann.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: Calculate specular contribution
use:
- specular(<vec3> L, <vec3> N, <vec3> V, <float> roughness[, <float> fresnel])
- specular(<vec3> L, <vec3> N, <vec3> V, <float> NoV, <float> NoL, <float> roughness, <float> fresnel)
options:
- SPECULAR_FNC: specularGaussian, specularBeckmann, specularCookTorrance (default), specularPhongRoughness, specularBlinnPhongRoughness (default on mobile)
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 SPECULAR_FNC
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
#define SPECULAR_FNC specularBlinnPhongRoughness
#else
#define SPECULAR_FNC specularCookTorrance
#endif
#endif
#ifndef FNC_SPECULAR
#define FNC_SPECULAR
vec3 specular(ShadingData shadingData) { return vec3(1.0, 1.0, 1.0) * SPECULAR_FNC(shadingData); }
#endif