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()
#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()
#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
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