LYGIA Shader Library

fakeCube (lygia/v1.1.6/lighting/fakeCube)

creates a fake cube and returns the value giving a normal direction

Dependencies:

Use:

<vec3> fakeCube(<vec3> _normal [, <float> _shininnes])

Check it on Github



#ifndef FAKECUBE_LIGHT_AMOUNT
#define FAKECUBE_LIGHT_AMOUNT 0.005
#endif

#ifndef FNC_FAKECUBE
#define FNC_FAKECUBE

vec3 fakeCube(const in vec3 _normal, const in float _shininnes) {

    #if defined(FAKECUBE_TEXTURE2D)
    return sampleTriplanar(FAKECUBE_TEXTURE2D, _normal);

    #elif defined(FAKECUBE_ONLYXWALL)
    return vec3( powFast(saturate(_normal.x) + FAKECUBE_LIGHT_AMOUNT, _shininnes) );

    #elif defined(FAKECUBE_ONLYYWALL)
    return vec3( powFast(saturate(_normal.y) + FAKECUBE_LIGHT_AMOUNT, _shininnes) );

    #elif defined(FAKECUBE_ONLYZWALL)
    return vec3( powFast(saturate(_normal.z) + FAKECUBE_LIGHT_AMOUNT, _shininnes) );

    #else
    vec3 rAbs = abs(_normal);
    return vec3( powFast(max(max(rAbs.x, rAbs.y), rAbs.z) + FAKECUBE_LIGHT_AMOUNT, _shininnes)
        #ifdef FAKECUBE_NOFLOOR
        * smoothstep(-1.0, 0., _normal.y) 
        #endif

        #ifdef FAKECUBE_NOROOF
        * smoothstep(1.0, 0., _normal.y) 
        #endif

        #ifdef FAKECUBE_NOXWALL
        * smoothstep(1.0, 0.0, _normal.x) 
        #endif

        #ifdef FAKECUBE_NONXWALL
        * smoothstep(-1.0, 0., _normal.x) 
        #endif

        #ifdef FAKECUBE_NOZWALL
        * smoothstep(-1.0, 0., _normal.z) 
        #endif

        #ifdef FAKECUBE_NONZWALL
        * smoothstep(1.0, 0., _normal.z) 
        #endif
    );

    #endif
}

vec3 fakeCube(const in vec3 _normal) {
    return fakeCube(_normal, materialShininess() );
}

#endif

Dependencies:

Use:

<float3> fakeCube(<float3> _normal [, <float> _shininnes])

Check it on Github



#ifndef FNC_FAKECUBE
#define FNC_FAKECUBE

float3 fakeCube(float3 _normal, float _shininnes) {
    float3 rAbs = abs(_normal);
    float v = powFast(max(max(rAbs.x, rAbs.y), rAbs.z) + 0.005, _shininnes );
    return float3(v, v, v);
}

float3 fakeCube(float3 _normal) {
    return fakeCube(_normal, materialShininess() );
}

#endif

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