lygia
/lighting
/specular
/blinnPhong
)Dependencies:
#ifndef SPECULAR_POW
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
#define SPECULAR_POW(A,B) powFast(A,B)
#else
#define SPECULAR_POW(A,B) pow(A,B)
#endif
#endif
#ifndef FNC_SPECULAR_BLINNPHONG
#define FNC_SPECULAR_BLINNPHONG
// https://github.com/glslify/glsl-specular-blinn-phong
float specularBlinnPhong(const in float NoH, float shininess) {
return SPECULAR_POW(max(0.0, NoH), shininess);
}
float specularBlinnPhong(ShadingData shadingData) {
return specularBlinnPhong(shadingData.NoH, shadingData.roughness);
}
float specularBlinnPhongRoughness(ShadingData shadingData) {
return specularBlinnPhong(shadingData.NoH, toShininess(shadingData.roughness, 0.0));
}
#endif
Dependencies:
#ifndef SPECULAR_POW
#if defined(TARGET_MOBILE) || defined(PLATFORM_RPI) || defined(PLATFORM_WEBGL)
#define SPECULAR_POW(A,B) powFast(A,B)
#else
#define SPECULAR_POW(A,B) pow(A,B)
#endif
#endif
#ifndef FNC_SPECULAR_BLINNPHONG
#define FNC_SPECULAR_BLINNPHONG
// https://github.com/glslify/glsl-specular-blinn-phong
float specularBlinnPhong(const in float NoH, float shininess) {
return SPECULAR_POW(max(0.0, NoH), shininess);
}
float specularBlinnPhong(ShadingData shadingData) {
return specularBlinnPhong(shadingData.NoH, shadingData.roughness);
}
float specularBlinnPhongRoughness(ShadingData shadingData) {
return specularBlinnPhong(shadingData.NoH, toShininess(shadingData.roughness, 0.0));
}
#endif
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