LYGIA Shader Library

normal (lygia/v1.1.6/lighting/material/normal)

get material normal property from GlslViewer's defines https://github.com/patriciogonzalezvivo/glslViewer/wiki/GlslViewer-DEFINES#material-defines

Dependencies:

Use:

vec4 materialNormal()

Check it on Github



#ifndef FNC_MATERIAL_NORMAL
#define FNC_MATERIAL_NORMAL

#ifdef MATERIAL_NORMALMAP
uniform SAMPLER_TYPE MATERIAL_NORMALMAP;
#endif

#ifdef MATERIAL_BUMPMAP_NORMALMAP
uniform SAMPLER_TYPE MATERIAL_BUMPMAP_NORMALMAP;
#endif

vec3 materialNormal() {
    vec3 normal = vec3(0.0, 0.0, 1.0);

#ifdef MODEL_VERTEX_NORMAL
    normal = v_normal;

    #if defined(MODEL_VERTEX_TANGENT) && defined(MODEL_VERTEX_TEXCOORD) && defined(MATERIAL_NORMALMAP) 
    vec2 uv = v_texcoord.xy;
        #if defined(MATERIAL_NORMALMAP_OFFSET)
    uv += (MATERIAL_NORMALMAP_OFFSET).xy;
        #endif
        #if defined(MATERIAL_NORMALMAP_SCALE)
    uv *= (MATERIAL_NORMALMAP_SCALE).xy;
        #endif

    normal = SAMPLER_FNC(MATERIAL_NORMALMAP, uv).xyz;
    normal = v_tangentToWorld * (normal * 2.0 - 1.0);

    #elif defined(MODEL_VERTEX_TANGENT) && defined(MODEL_VERTEX_TEXCOORD) && defined(MATERIAL_BUMPMAP_NORMALMAP)
    vec2 uv = v_texcoord.xy;
        #if defined(MATERIAL_BUMPMAP_OFFSET)
    uv += (MATERIAL_BUMPMAP_OFFSET).xy;
        #endif
        #if defined(MATERIAL_BUMPMAP_SCALE)
    uv *= (MATERIAL_BUMPMAP_SCALE).xy;
        #endif
    normal = v_tangentToWorld * ( SAMPLER_FNC(MATERIAL_BUMPMAP_NORMALMAP, uv).xyz * 2.0 - 1.0) ;
    #endif
#endif

    return normal;
}
#endif

Dependencies:

Use:

float4 materialNormal()

Check it on Github



#ifndef FNC_MATERIAL_NORMAL
#define FNC_MATERIAL_NORMAL

#ifdef MATERIAL_NORMALMAP
uniform SAMPLER_TYPE MATERIAL_NORMALMAP;
#endif

#ifdef MATERIAL_BUMPMAP_NORMALMAP
uniform SAMPLER_TYPE MATERIAL_BUMPMAP_NORMALMAP;
#endif

float3 materialNormal() {
    float3 normal = float3(0.0, 0.0, 1.0);

#ifdef MODEL_VERTEX_NORMAL
    normal = v_normal;

    #if defined(MODEL_VERTEX_TANGENT) && defined(MODEL_VERTEX_TEXCOORD) && defined(MATERIAL_NORMALMAP) 
    float2 uv = v_texcoord.xy;
        #if defined(MATERIAL_NORMALMAP_OFFSET)
    uv += (MATERIAL_NORMALMAP_OFFSET).xy;
        #endif
        #if defined(MATERIAL_NORMALMAP_SCALE)
    uv *= (MATERIAL_NORMALMAP_SCALE).xy;
        #endif
    normal = SAMPLER_FNC(MATERIAL_NORMALMAP, uv).xyz;
    normal = v_tangentToWorld * (normal * 2.0 - 1.0);

    #elif defined(MODEL_VERTEX_TANGENT) && defined(MODEL_VERTEX_TEXCOORD) && defined(MATERIAL_BUMPMAP_NORMALMAP)
    float2 uv = v_texcoord.xy;
        #if defined(MATERIAL_BUMPMAP_OFFSET)
    uv += (MATERIAL_BUMPMAP_OFFSET).xy;
        #endif
        #if defined(MATERIAL_BUMPMAP_SCALE)
    uv *= (MATERIAL_BUMPMAP_SCALE).xy;
        #endif
    normal = v_tangentToWorld * ( SAMPLER_FNC(MATERIAL_BUMPMAP_NORMALMAP, uv).xyz * 2.0 - 1.0) ;
    #endif
#endif

    return normal;
}
#endif

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