LYGIA Shader Library

gaussian (lygia/lighting/specular/gaussian)

Check it on Github

#ifndef FNC_SPECULAR_GAUSSIAN
#define FNC_SPECULAR_GAUSSIAN

// https://github.com/glslify/glsl-specular-gaussian
float specularGaussian(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness) {
    vec3 H = normalize(L + V);
    float theta = acos(dot(H, N));
    float w = theta / roughness;
    return exp(-w*w);
}

float specularGaussian(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness, const in float fresnel) {
    return specularGaussian(L, N, V, roughness);
}

float specularGaussian(const in vec3 L, const in vec3 N, const in vec3 V, const in float NoV, const in float NoL, const in float roughness, const in float fresnel) {
    return specularGaussian(L, N, V, roughness);
}

#endif

Check it on Github

#ifndef FNC_SPECULAR_GAUSSIAN
#define FNC_SPECULAR_GAUSSIAN

// https://github.com/glslify/glsl-specular-gaussian
float specularGaussian(float3 L, float3 N, float3 V, float roughness) {
    float3 H = normalize(L + V);
    float theta = acos(dot(H, N));
    float w = theta / roughness;
    return exp(-w*w);
}

float specularGaussian(float3 L, float3 N, float3 V, float roughness, float fresnel) {
    return specularGaussian(L, N, V, roughness);
}

float specularGaussian(float3 L, float3 N, float3 V, float NoV, float NoL, float roughness, float fresnel) {
    return specularGaussian(L, N, V, roughness);
}

#endif

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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