LYGIA Shader Library

roughness (lygia/lighting/material/roughness)

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

Dependencies:

Use:

vec4 materialRoughness()

Check it on Github



#ifndef FNC_MATERIAL_ROUGHNESS
#define FNC_MATERIAL_ROUGHNESS

#ifdef MATERIAL_ROUGHNESSMAP
uniform SAMPLER_TYPE MATERIAL_ROUGHNESSMAP;
#endif

#if defined(MATERIAL_ROUGHNESSMETALLICMAP) && !defined(MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM)
#define MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM
uniform SAMPLER_TYPE MATERIAL_ROUGHNESSMETALLICMAP;
#endif

#if defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && !defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM)
#define MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM
uniform SAMPLER_TYPE MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP;
#endif

float materialRoughness() {
    float roughness = 0.05;

#if defined(MATERIAL_ROUGHNESSMAP) && defined(MODEL_VERTEX_TEXCOORD)
    vec2 uv = v_texcoord.xy;
    #if defined(MATERIAL_ROUGHNESSMAP_OFFSET)
    uv += (MATERIAL_ROUGHNESSMAP_OFFSET).xy;
    #endif
    #if defined(MATERIAL_ROUGHNESSMAP_SCALE)
    uv *= (MATERIAL_ROUGHNESSMAP_SCALE).xy;
    #endif
    roughness = max(roughness, SAMPLER_FNC(MATERIAL_ROUGHNESSMAP, uv).g);

#elif defined(MATERIAL_ROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
    vec2 uv = v_texcoord.xy;
    roughness = max(roughness, SAMPLER_FNC(MATERIAL_ROUGHNESSMETALLICMAP, uv).g);

#elif defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
    vec2 uv = v_texcoord.xy;
    roughness = max(roughness, SAMPLER_FNC(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP, uv).g);

#elif defined(MATERIAL_ROUGHNESS)
    roughness = MATERIAL_ROUGHNESS;

#endif

    return roughness;
}

#endif

Dependencies:

Use:

float4 materialRoughness()

Check it on Github



#ifndef FNC_MATERIAL_ROUGHNESS
#define FNC_MATERIAL_ROUGHNESS

#ifdef MATERIAL_ROUGHNESSMAP
uniform SAMPLER_TYPE MATERIAL_ROUGHNESSMAP;
#endif

#if defined(MATERIAL_ROUGHNESSMETALLICMAP) && !defined(MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM)
#define MATERIAL_ROUGHNESSMETALLICMAP_UNIFORM
uniform SAMPLER_TYPE MATERIAL_ROUGHNESSMETALLICMAP;
#endif

#if defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && !defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM)
#define MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP_UNIFORM
uniform SAMPLER_TYPE MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP;
#endif

float materialRoughness() {
    float roughness = 0.05;

#if defined(MATERIAL_ROUGHNESSMAP) && defined(MODEL_VERTEX_TEXCOORD)
    float2 uv = v_texcoord.xy;
    #if defined(MATERIAL_ROUGHNESSMAP_OFFSET)
    uv += (MATERIAL_ROUGHNESSMAP_OFFSET).xy;
    #endif
    #if defined(MATERIAL_ROUGHNESSMAP_SCALE)
    uv *= (MATERIAL_ROUGHNESSMAP_SCALE).xy;
    #endif
    roughness = max(roughness, SAMPLER_FNC(MATERIAL_ROUGHNESSMAP, uv).g);

#elif defined(MATERIAL_ROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
    float2 uv = v_texcoord.xy;
    roughness = max(roughness, SAMPLER_FNC(MATERIAL_ROUGHNESSMETALLICMAP, uv).g);

#elif defined(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP) && defined(MODEL_VERTEX_TEXCOORD)
    float2 uv = v_texcoord.xy;
    roughness = max(roughness, SAMPLER_FNC(MATERIAL_OCCLUSIONROUGHNESSMETALLICMAP, uv).g);

#elif defined(MATERIAL_ROUGHNESS)
    roughness = MATERIAL_ROUGHNESS;

#endif

    return roughness;
}

#endif

License

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