lygia
/lighting
/material
/add
)Add materials a and b, property by property, store result in r
Dependencies:
#ifndef MATERIAL_ADD
#define MATERIAL_ADD
void materialAdd(Material a, Material b, Material r) {
r.albedo = a.albedo + b.albedo;
r.emissive = a.emissive + b.emissive;
r.position = a.position + b.position;
r.normal = a.normal + b.normal;
#if defined(SCENE_BACK_SURFACE)
r.normal_back = a.normal_back + b.normal_back;
#endif
r.ior = a.ior + b.ior;
r.roughness = a.roughness + b.roughness;
r.metallic = a.metallic + b.metallic;
r.reflectance = a.reflectance + b.reflectance;
r.ambientOcclusion = a.ambientOcclusion + b.ambientOcclusion;
#if defined(SHADING_MODEL_CLEAR_COAT)
r.clearCoat = a.clearCoat + b.clearCoat;
r.clearCoatRoughness = a.clearCoatRoughness + b.clearCoatRoughness;
#if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
r.clearCoatNormal = a.clearCoatNormal + b.clearCoatNormal;
#endif
#endif
#if defined(SHADING_MODEL_IRIDESCENCE)
r.thickness = a.thickness + b.thickness;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
r.subsurfaceColor = a.subsurfaceColor + b.subsurfaceColor;
r.subsurfacePower = a.subsurfacePower + b.subsurfacePower;
r.subsurfaceThickness = a.subsurfaceThickness + b.subsurfaceThickness;
#endif
}
#endif
Dependencies:
#ifndef MATERIAL_ADD
#define MATERIAL_ADD
void materialAdd(Material a, Material b, Material r) {
r.albedo = a.albedo + b.albedo;
r.emissive = a.emissive + b.emissive;
r.position = a.position + b.position;
r.normal = a.normal + b.normal;
#if defined(SCENE_BACK_SURFACE)
r.normal_back = a.normal_back + b.normal_back;
#endif
r.ior = a.ior + b.ior;
r.roughness = a.roughness + b.roughness;
r.metallic = a.metallic + b.metallic;
r.reflectance = a.reflectance + b.reflectance;
r.ambientOcclusion = a.ambientOcclusion + b.ambientOcclusion;
#if defined(SHADING_MODEL_CLEAR_COAT)
r.clearCoat = a.clearCoat + b.clearCoat;
r.clearCoatRoughness = a.clearCoatRoughness + b.clearCoatRoughness;
#if defined(MATERIAL_HAS_CLEAR_COAT_NORMAL)
r.clearCoatNormal = a.clearCoatNormal + b.clearCoatNormal;
#endif
#endif
#if defined(SHADING_MODEL_IRIDESCENCE)
r.thickness = a.thickness + b.thickness;
#endif
#if defined(SHADING_MODEL_SUBSURFACE)
r.subsurfaceColor = a.subsurfaceColor + b.subsurfaceColor;
r.subsurfacePower = a.subsurfacePower + b.subsurfacePower;
r.subsurfaceThickness = a.subsurfaceThickness + b.subsurfaceThickness;
#endif
}
#endif
MIT License (MIT) Copyright (c) 2024 Shadi EL Hajj
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository