lygia
/v1.1.6
/lighting
/specular
/phong
)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_PHONG
#define FNC_SPECULAR_PHONG
// https://github.com/glslify/glsl-specular-phong
float specularPhong(const in vec3 L, const in vec3 N, const in vec3 V, const in float shininess) {
vec3 R = reflect(L, N); // 2.0 * dot(N, L) * N - L;
return SPECULAR_POW(max(0.0, dot(R, -V)), shininess);
}
float specularPhongRoughness(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness) {
return specularPhong(L, N, V, toShininess(roughness, 0.0) );
}
float specularPhongRoughness(const in vec3 L, const in vec3 N, const in vec3 V, const in float roughness, const in float fresnel) {
return specularPhongRoughness(L, N, V, roughness );
}
float specularPhongRoughness(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 specularPhongRoughness(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_PHONG
#define FNC_SPECULAR_PHONG
// https://github.com/glslify/glsl-specular-phong
float specularPhong(float3 L, float3 N, float3 V, float shininess) {
float3 R = reflect(L, N); // 2.0 * dot(N, L) * N - L;
return SPECULAR_POW(max(0.0, dot(R, -V)), shininess);
}
float specularPhongRoughness(float3 L, float3 N, float3 V, float roughness) {
return specularPhong(L, N, V, toShininess(roughness, 0.0) );
}
float specularPhongRoughness(float3 L, float3 N, float3 V, float roughness, float fresnel) {
return specularPhongRoughness(L, N, V, roughness );
}
float specularPhongRoughness(float3 L, float3 N, float3 V, float NoV, float NoL, float roughness, float fresnel) {
return specularPhongRoughness(L, N, V, roughness);
}
#endif
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository