lygia
/lighting
/specular
/phong
)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_PHONG
#define FNC_SPECULAR_PHONG
// https://github.com/glslify/glsl-specular-phong
float specularPhong(const in vec3 L, const in vec3 N, const in vec3 V, const in float shininess) {
vec3 R = reflect(L, N); // 2.0 * dot(N, L) * N - L;
return SPECULAR_POW(max(0.0, dot(R, -V)), shininess);
}
float specularPhong(ShadingData shadingData) {
return specularPhong(shadingData.L, shadingData.N, shadingData.V, shadingData.roughness);
}
float specularPhongRoughness(ShadingData shadingData) {
return specularPhong(shadingData.L, shadingData.N, shadingData.V, 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_PHONG
#define FNC_SPECULAR_PHONG
// https://github.com/glslify/glsl-specular-phong
float specularPhong(const in float3 L, const in float3 N, const in float3 V, const in float shininess) {
float3 R = reflect(L, N); // 2.0 * dot(N, L) * N - L;
return SPECULAR_POW(max(0.0, dot(R, -V)), shininess);
}
float specularPhong(ShadingData shadingData) {
return specularPhong(shadingData.L, shadingData.N, shadingData.V, shadingData.roughness);
}
float specularPhongRoughness(ShadingData shadingData) {
return specularPhong(shadingData.L, shadingData.N, shadingData.V, toShininess(shadingData.roughness, 0.0));
}
#endif
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