lygia
/lighting
/material
/specular
)Get material specular property from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines
Dependencies:
Use:
vec4 materialMetallic()
#ifndef FNC_MATERIAL_SPECULAR
#define FNC_MATERIAL_SPECULAR
#ifdef MATERIAL_SPECULARMAP
uniform SAMPLER_TYPE MATERIAL_SPECULARMAP;
#endif
vec3 materialSpecular() {
vec3 spec = vec3(0.04);
#if defined(MATERIAL_SPECULARMAP) && defined(MODEL_VERTEX_TEXCOORD)
vec2 uv = v_texcoord.xy;
#if defined(MATERIAL_SPECULARMAP_OFFSET)
uv += (MATERIAL_SPECULARMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_SPECULARMAP_SCALE)
uv *= (MATERIAL_SPECULARMAP_SCALE).xy;
#endif
spec = SAMPLER_FNC(MATERIAL_SPECULARMAP, uv).rgb;
#elif defined(MATERIAL_SPECULAR)
spec = MATERIAL_SPECULAR;
#endif
return spec;
}
#endif
Dependencies:
Use:
float4 materialMetallic()
#ifndef FNC_MATERIAL_SPECULAR
#define FNC_MATERIAL_SPECULAR
#ifdef MATERIAL_SPECULARMAP
uniform SAMPLER_TYPE MATERIAL_SPECULARMAP;
#endif
float3 materialSpecular() {
float3 spec = float3(0.04, 0.04, 0.04);
#if defined(MATERIAL_SPECULARMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
#if defined(MATERIAL_SPECULARMAP_OFFSET)
uv += (MATERIAL_SPECULARMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_SPECULARMAP_SCALE)
uv *= (MATERIAL_SPECULARMAP_SCALE).xy;
#endif
spec = SAMPLER_FNC(MATERIAL_SPECULARMAP, uv).rgb;
#elif defined(MATERIAL_SPECULAR)
spec = MATERIAL_SPECULAR;
#endif
return spec;
}
#endif
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