lygia
/lighting
/shadingData
/new
)ShadingData constructor
Dependencies:
lygia
/lighting
/shadingData
/shadingData
.glsl
lygia
/lighting
/material
.glsl
lygia
/lighting
/reflection
.glsl
lygia
/lighting
/ior
/reflectance2f0
.glsl
lygia
/lighting
/common
/perceptual2linearRoughness
.glsl
#ifndef FNC_SHADING_DATA_NEW
#define FNC_SHADING_DATA_NEW
ShadingData shadingDataNew() {
ShadingData shadingData;
shadingData.V = vec3(0.0, 0.0, 0.0);
shadingData.N = vec3(0.0, 0.0, 0.0);
shadingData.H = vec3(0.0, 0.0, 0.0);
shadingData.L = vec3(0.0, 0.0, 0.0);
shadingData.R = vec3(0.0, 0.0, 0.0);
shadingData.NoV = 0.0;
shadingData.NoL = 0.0;
shadingData.NoH = 0.0;
shadingData.roughness = 0.0;
shadingData.linearRoughness = 0.0;
shadingData.diffuseColor = vec3(0.0, 0.0, 0.0);
shadingData.specularColor = vec3(0.0, 0.0, 0.0);
shadingData.energyCompensation = vec3(1.0, 1.0, 1.0);
shadingData.directDiffuse = vec3(0.0, 0.0, 0.0);
shadingData.directSpecular = vec3(0.0, 0.0, 0.0);
shadingData.indirectDiffuse = vec3(0.0, 0.0, 0.0);
shadingData.indirectSpecular = vec3(0.0, 0.0, 0.0);
return shadingData;
}
void shadingDataNew(Material mat, inout ShadingData shadingData) {
float dielectricF0 = reflectance2f0(mat.reflectance);
shadingData.N = mat.normal;
shadingData.R = reflection(shadingData.V, shadingData.N, mat.roughness);
shadingData.NoV = dot(shadingData.N, shadingData.V);
shadingData.roughness = max(mat.roughness, MIN_PERCEPTUAL_ROUGHNESS);
shadingData.linearRoughness = perceptual2linearRoughness(shadingData.roughness);
shadingData.diffuseColor = mat.albedo.rgb * (1.0 - mat.metallic);
shadingData.specularColor = mix(vec3(dielectricF0, dielectricF0, dielectricF0), mat.albedo.rgb, mat.metallic);
}
#endif
Dependencies:
lygia
/lighting
/shadingData
/shadingData
.glsl
lygia
/lighting
/material
.glsl
lygia
/lighting
/reflection
.glsl
lygia
/lighting
/ior
/reflectance2f0
.glsl
lygia
/lighting
/common
/perceptual2linearRoughness
.glsl
#ifndef FNC_SHADING_DATA_NEW
#define FNC_SHADING_DATA_NEW
ShadingData shadingDataNew() {
ShadingData shadingData;
shadingData.V = float3(0.0, 0.0, 0.0);
shadingData.N = float3(0.0, 0.0, 0.0);
shadingData.H = float3(0.0, 0.0, 0.0);
shadingData.L = float3(0.0, 0.0, 0.0);
shadingData.R = float3(0.0, 0.0, 0.0);
shadingData.NoV = 0.0;
shadingData.NoL = 0.0;
shadingData.NoH = 0.0;
shadingData.roughness = 0.0;
shadingData.linearRoughness = 0.0;
shadingData.diffuseColor = float3(0.0, 0.0, 0.0);
shadingData.specularColor = float3(0.0, 0.0, 0.0);
shadingData.energyCompensation = float3(1.0, 1.0, 1.0);
shadingData.directDiffuse = float3(0.0, 0.0, 0.0);
shadingData.directSpecular = float3(0.0, 0.0, 0.0);
shadingData.indirectDiffuse = float3(0.0, 0.0, 0.0);
shadingData.indirectSpecular = float3(0.0, 0.0, 0.0);
return shadingData;
}
void shadingDataNew(Material mat, inout ShadingData shadingData) {
float dielectricF0 = reflectance2f0(mat.reflectance);
shadingData.N = mat.normal;
shadingData.R = reflection(shadingData.V, shadingData.N, mat.roughness);
shadingData.NoV = dot(shadingData.N, shadingData.V);
shadingData.roughness = max(mat.roughness, MIN_PERCEPTUAL_ROUGHNESS);
shadingData.linearRoughness = perceptual2linearRoughness(shadingData.roughness);
shadingData.diffuseColor = mat.albedo.rgb * (1.0 - mat.metallic);
shadingData.specularColor = lerp(float3(dielectricF0, dielectricF0, dielectricF0), mat.albedo.rgb, mat.metallic);
}
#endif
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