29 lines
No EOL
905 B
GLSL
29 lines
No EOL
905 B
GLSL
#include "../../math/powFast.glsl"
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#include "../toShininess.glsl"
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#ifndef SPECULAR_POW
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#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
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#define SPECULAR_POW(A,B) powFast(A,B)
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#else
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#define SPECULAR_POW(A,B) pow(A,B)
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#endif
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#endif
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#ifndef FNC_SPECULAR_PHONG
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#define FNC_SPECULAR_PHONG
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// https://github.com/glslify/glsl-specular-phong
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float specularPhong(const in vec3 L, const in vec3 N, const in vec3 V, const in float shininess) {
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vec3 R = reflect(L, N); // 2.0 * dot(N, L) * N - L;
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return SPECULAR_POW(max(0.0, dot(R, -V)), shininess);
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}
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float specularPhong(ShadingData shadingData) {
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return specularPhong(shadingData.L, shadingData.N, shadingData.V, shadingData.roughness);
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}
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float specularPhongRoughness(ShadingData shadingData) {
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return specularPhong(shadingData.L, shadingData.N, shadingData.V, toShininess(shadingData.roughness, 0.0));
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}
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#endif |