lygia
/v1.1.6
/lighting
/reflection
)Dependencies:
#ifndef FNC_REFLECTION
#define FNC_REFLECTION
vec3 reflection(const in vec3 _V, const in vec3 _N, const in float _roughness) {
// Reflect
#ifdef MATERIAL_ANISOTROPY
vec3 anisotropicT = MATERIAL_ANISOTROPY_DIRECTION;
vec3 anisotropicB = MATERIAL_ANISOTROPY_DIRECTION;
#ifdef MODEL_VERTEX_TANGENT
anisotropicT = normalize(v_tangentToWorld * MATERIAL_ANISOTROPY_DIRECTION);
anisotropicB = normalize(cross(v_tangentToWorld[2], anisotropicT));
#endif
vec3 anisotropyDirection = MATERIAL_ANISOTROPY >= 0.0 ? anisotropicB : anisotropicT;
vec3 anisotropicTangent = cross(anisotropyDirection, _V);
vec3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);
float bendFactor = abs(MATERIAL_ANISOTROPY) * saturate(5.0 * _roughness);
vec3 bentNormal = normalize(mix(_N, anisotropicNormal, bendFactor));
return reflect(-_V, bentNormal);
#else
return reflect(-_V, _N);
#endif
}
#endif
#ifndef FNC_REFLECTION
#define FNC_REFLECTION
float3 reflection(float3 _V, float3 _N, float _roughness) {
// Reflect
#ifdef MATERIAL_ANISOTROPY
float3 anisotropicT = MATERIAL_ANISOTROPY_DIRECTION;
float3 anisotropicB = MATERIAL_ANISOTROPY_DIRECTION;
#ifdef MODEL_VERTEX_TANGENT
anisotropicT = normalize(v_tangentToWorld * MATERIAL_ANISOTROPY_DIRECTION);
anisotropicB = normalize(cross(v_tangentToWorld[2], anisotropicT));
#endif
float3 anisotropyDirection = MATERIAL_ANISOTROPY >= 0.0 ? anisotropicB : anisotropicT;
float3 anisotropicTangent = cross(anisotropyDirection, _V);
float3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);
float bendFactor = abs(MATERIAL_ANISOTROPY) * saturate(5.0 * _roughness);
float3 bentNormal = normalize(lerp(_N, anisotropicNormal, bendFactor));
return reflect(-_V, bentNormal);
#else
return reflect(-_V, _N);
#endif
}
#endif
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