lygia
/v1.1.6
/lighting
/material
/albedo
)get material BaseColor from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines
Dependencies:
Use:
vec4 materialAlbedo()
#ifndef FNC_MATERIAL_ALBEDO
#define FNC_MATERIAL_ALBEDO
#ifdef MATERIAL_BASECOLORMAP
uniform SAMPLER_TYPE MATERIAL_BASECOLORMAP;
#endif
#ifdef MATERIAL_ALBEDOMAP
uniform SAMPLER_TYPE MATERIAL_ALBEDOMAP;
#endif
vec4 materialAlbedo() {
vec4 albedo = vec4(0.5, 0.5, 0.5, 1.0);
#if defined(MATERIAL_BASECOLORMAP) && defined(MODEL_VERTEX_TEXCOORD)
vec2 uv = v_texcoord.xy;
#if defined(MATERIAL_BASECOLORMAP_OFFSET)
uv += (MATERIAL_BASECOLORMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_BASECOLORMAP_SCALE)
uv *= (MATERIAL_BASECOLORMAP_SCALE).xy;
#endif
albedo = gamma2linear( SAMPLER_FNC(MATERIAL_BASECOLORMAP, uv) );
#elif defined(MATERIAL_ALBEDOMAP) && defined(MODEL_VERTEX_TEXCOORD)
vec2 uv = v_texcoord.xy;
#if defined(MATERIAL_ALBEDOMAP_OFFSET)
uv += (MATERIAL_ALBEDOMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_ALBEDOMAP_SCALE)
uv *= (MATERIAL_ALBEDOMAP_SCALE).xy;
#endif
albedo = gamma2linear( SAMPLER_FNC(MATERIAL_ALBEDOMAP, uv) );
#elif defined(MATERIAL_BASECOLOR)
albedo = MATERIAL_BASECOLOR;
#elif defined(MATERIAL_ALBEDO)
albedo = MATERIAL_ALBEDO;
#endif
#if defined(MODEL_VERTEX_COLOR)
albedo *= v_color;
#endif
return albedo;
}
#endif
Dependencies:
Use:
float4 materialAlbedo()
#ifndef FNC_MATERIAL_ALBEDO
#define FNC_MATERIAL_ALBEDO
#ifdef MATERIAL_BASECOLORMAP
uniform SAMPLER_TYPE MATERIAL_BASECOLORMAP;
#endif
#ifdef MATERIAL_ALBEDOMAP
uniform SAMPLER_TYPE MATERIAL_ALBEDOMAP;
#endif
float4 materialAlbedo() {
float4 base = float4(0.5, 0.5, 0.5, 1.0);
#if defined(MATERIAL_BASECOLORMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
#if defined(MATERIAL_BASECOLORMAP_OFFSET)
uv += (MATERIAL_BASECOLORMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_BASECOLORMAP_SCALE)
uv *= (MATERIAL_BASECOLORMAP_SCALE).xy;
#endif
base = gamma2linear( SAMPLER_FNC(MATERIAL_BASECOLORMAP, uv) );
#elif defined(MATERIAL_ALBEDOMAP) && defined(MODEL_VERTEX_TEXCOORD)
float2 uv = v_texcoord.xy;
#if defined(MATERIAL_ALBEDOMAP_OFFSET)
uv += (MATERIAL_ALBEDOMAP_OFFSET).xy;
#endif
#if defined(MATERIAL_ALBEDOMAP_SCALE)
uv *= (MATERIAL_ALBEDOMAP_SCALE).xy;
#endif
base = gamma2linear( SAMPLER_FNC(MATERIAL_ALBEDOMAP, uv) );
#elif defined(MATERIAL_BASECOLOR)
base = MATERIAL_BASECOLOR;
#elif defined(MATERIAL_ALBEDO)
base = MATERIAL_ALBEDO;
#endif
#if defined(MODEL_VERTEX_COLOR)
base *= v_color;
#endif
return base;
}
#endif
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