LYGIA Shader Library

albedo (lygia/lighting/material/albedo)

get material BaseColor from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines

Dependencies:

Use:

vec4 materialAlbedo()

Check it on Github



#ifndef FNC_MATERIAL_ALBEDO
#define FNC_MATERIAL_ALBEDO

#ifdef MATERIAL_BASECOLORMAP
uniform SAMPLER_TYPE MATERIAL_BASECOLORMAP;
#endif

#ifdef MATERIAL_ALBEDOMAP
uniform SAMPLER_TYPE MATERIAL_ALBEDOMAP;
#endif

vec4 materialAlbedo() {
    vec4 albedo = vec4(0.5, 0.5, 0.5, 1.0);

#if defined(MATERIAL_BASECOLORMAP) && defined(MODEL_VERTEX_TEXCOORD)
    vec2 uv = v_texcoord.xy;
    #if defined(MATERIAL_BASECOLORMAP_OFFSET)
    uv += (MATERIAL_BASECOLORMAP_OFFSET).xy;
    #endif
    #if defined(MATERIAL_BASECOLORMAP_SCALE)
    uv *= (MATERIAL_BASECOLORMAP_SCALE).xy;
    #endif
    albedo = gamma2linear( SAMPLER_FNC(MATERIAL_BASECOLORMAP, uv) );

#elif defined(MATERIAL_ALBEDOMAP) && defined(MODEL_VERTEX_TEXCOORD)
    vec2 uv = v_texcoord.xy;
    #if defined(MATERIAL_ALBEDOMAP_OFFSET)
    uv += (MATERIAL_ALBEDOMAP_OFFSET).xy;
    #endif
    #if defined(MATERIAL_ALBEDOMAP_SCALE)
    uv *= (MATERIAL_ALBEDOMAP_SCALE).xy;
    #endif
    albedo = gamma2linear( SAMPLER_FNC(MATERIAL_ALBEDOMAP, uv) );

#elif defined(MATERIAL_BASECOLOR)
    albedo = MATERIAL_BASECOLOR;

#elif defined(MATERIAL_ALBEDO)
    albedo = MATERIAL_ALBEDO;

#endif

#if defined(MODEL_VERTEX_COLOR)
    albedo *= v_color;
#endif

    return albedo;
}

#endif

Dependencies:

Use:

float4 materialAlbedo()

Check it on Github



#ifndef FNC_MATERIAL_ALBEDO
#define FNC_MATERIAL_ALBEDO

#ifdef MATERIAL_BASECOLORMAP
uniform SAMPLER_TYPE MATERIAL_BASECOLORMAP;
#endif

#ifdef MATERIAL_ALBEDOMAP
uniform SAMPLER_TYPE MATERIAL_ALBEDOMAP;
#endif

float4 materialAlbedo() {
    float4 base = float4(0.5, 0.5, 0.5, 1.0);

#if defined(MATERIAL_BASECOLORMAP) && defined(MODEL_VERTEX_TEXCOORD)
    float2 uv = v_texcoord.xy;
    #if defined(MATERIAL_BASECOLORMAP_OFFSET)
    uv += (MATERIAL_BASECOLORMAP_OFFSET).xy;
    #endif
    #if defined(MATERIAL_BASECOLORMAP_SCALE)
    uv *= (MATERIAL_BASECOLORMAP_SCALE).xy;
    #endif
    base = gamma2linear( SAMPLER_FNC(MATERIAL_BASECOLORMAP, uv) );

#elif defined(MATERIAL_ALBEDOMAP) && defined(MODEL_VERTEX_TEXCOORD)
    float2 uv = v_texcoord.xy;
    #if defined(MATERIAL_ALBEDOMAP_OFFSET)
    uv += (MATERIAL_ALBEDOMAP_OFFSET).xy;
    #endif
    #if defined(MATERIAL_ALBEDOMAP_SCALE)
    uv *= (MATERIAL_ALBEDOMAP_SCALE).xy;
    #endif
    base = gamma2linear( SAMPLER_FNC(MATERIAL_ALBEDOMAP, uv) );

#elif defined(MATERIAL_BASECOLOR)
    base = MATERIAL_BASECOLOR;

#elif defined(MATERIAL_ALBEDO)
    base = MATERIAL_ALBEDO;

#endif

#if defined(MODEL_VERTEX_COLOR)
    base *= v_color;
#endif

    return base;
}

#endif

License

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.

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