lygia
/v1.1.6
/lighting
/specular
/gaussian
)#ifndef FNC_SPECULAR_GAUSSIAN
#define FNC_SPECULAR_GAUSSIAN
// https://github.com/glslify/glsl-specular-gaussian
float specularGaussian(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness) {
vec3 H = normalize(L + V);
float theta = acos(dot(H, N));
float w = theta / roughness;
return exp(-w*w);
}
float specularGaussian(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness, const in float fresnel) {
return specularGaussian(L, N, V, roughness);
}
float specularGaussian(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 specularGaussian(L, N, V, roughness);
}
#endif
#ifndef FNC_SPECULAR_GAUSSIAN
#define FNC_SPECULAR_GAUSSIAN
// https://github.com/glslify/glsl-specular-gaussian
float specularGaussian(float3 L, float3 N, float3 V, float roughness) {
float3 H = normalize(L + V);
float theta = acos(dot(H, N));
float w = theta / roughness;
return exp(-w*w);
}
float specularGaussian(float3 L, float3 N, float3 V, float roughness, float fresnel) {
return specularGaussian(L, N, V, roughness);
}
float specularGaussian(float3 L, float3 N, float3 V, float NoV, float NoL, float roughness, float fresnel) {
return specularGaussian(L, N, V, roughness);
}
#endif
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