lygia
/lighting
/diffuse
)Calculate diffuse contribution
Dependencies:
lygia
/lighting
/shadingData
/new
.glsl
lygia
/lighting
/diffuse
/lambert
.glsl
lygia
/lighting
/diffuse
/orenNayar
.glsl
lygia
/lighting
/diffuse
/burley
.glsl
Use:
lightSpot(<vec3> _diffuseColor, <vec3> _specularColor, <vec3> _N, <vec3> _V, <float> _NoV, <float> _f0, out <vec3> _diffuse, out <vec3> _specular)
#ifndef DIFFUSE_FNC
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
#define DIFFUSE_FNC diffuseLambert
#else
#define DIFFUSE_FNC diffuseOrenNayar
#endif
#endif
#ifndef FNC_DIFFUSE
#define FNC_DIFFUSE
float diffuse(ShadingData shadingData) { return DIFFUSE_FNC(shadingData); }
#endif
Dependencies:
lygia
/lighting
/diffuse
/lambert
.glsl
lygia
/lighting
/diffuse
/orenNayar
.glsl
lygia
/lighting
/diffuse
/burley
.glsl
Use:
lightSpot(<float3> _diffuseColor, <float3> _specularColor, <float3> _N, <float3> _V, <float> _NoV, <float> _f0, out <float3> _diffuse, out <float3> _specular)
#ifndef DIFFUSE_FNC
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
#define DIFFUSE_FNC diffuseLambert
#else
#define DIFFUSE_FNC diffuseOrenNayar
#endif
#endif
#ifndef FNC_DIFFUSE
#define FNC_DIFFUSE
float diffuse(ShadingData shadingData) { return DIFFUSE_FNC(shadingData); }
#endif
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