lygia
/v1.1.6
/lighting
/specular
/blinnPhong
)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_BLINNPHONG
#define FNC_SPECULAR_BLINNPHONG
// https://github.com/glslify/glsl-specular-blinn-phong
float specularBlinnPhong(const in vec3 L, const in vec3 N, const in vec3 V, float shininess) {
// halfVector
vec3 H = normalize(L + V);
return SPECULAR_POW(max(0.0, dot(N, H)), shininess);
}
float specularBlinnPhongRoughnes(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness) {
return specularBlinnPhong(L, N, V, toShininess(roughness, 0.0) );
}
float specularBlinnPhongRoughnes(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness, const in float fresnel) {
return specularBlinnPhongRoughnes(L, N, V, roughness);
}
float specularBlinnPhongRoughnes(const in vec3 L, const in vec3 N, const in vec3 V, const in float NoV, const in float NoL, const in float roughness, const in float fresnel) {
return specularBlinnPhongRoughnes(L, N, V, roughness);
}
#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_BLINNPHONG
#define FNC_SPECULAR_BLINNPHONG
// https://github.com/glslify/glsl-specular-blinn-phong
float specularBlinnPhong(float3 L, float3 N, float3 V, float shininess) {
// halfVector
float3 H = normalize(L + V);
return SPECULAR_POW(max(0.0, dot(N, H)), shininess);
}
float specularBlinnPhongRoughnes(float3 L, float3 N, float3 V, float roughness) {
return specularBlinnPhong(L, N, V, toShininess(roughness, 0.0) );
}
float specularBlinnPhongRoughnes(float3 L, float3 N, float3 V, float roughness, float fresnel) {
return specularBlinnPhongRoughnes(L, N, V, roughness);
}
float specularBlinnPhongRoughnes(float3 L, float3 N, float3 V, float NoV, float NoL, float roughness, float fresnel) {
return specularBlinnPhongRoughnes(L, N, V, roughness);
}
#endif
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