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30 lines
887 B
GLSL
30 lines
887 B
GLSL
#ifndef SHARED_SHADING_MODEL_GLSL
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#define SHARED_SHADING_MODEL_GLSL
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// For 8-bit unorm texture, float error range = 1.0 / 255.0 = 0.004
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#define kShadingModelRangeCheck 0.005
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// Shading model count is 50, Step value is 0.02
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#define kShadingModelUnvalid 0.00
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#define kShadingModelStandardPBR 0.02
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#define kShadingModelPMXBasic 0.04
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#define kShadingModelSSSS 0.06
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#define kShadingModelEye 0.08
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#define kShaidngModelTwoSideFoliage 0.10
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bool isInShadingModelRange(float v, float shadingModel)
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{
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return (v > (shadingModel - kShadingModelRangeCheck)) && (v < (shadingModel + kShadingModelRangeCheck));
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}
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bool isShadingModelValid(float v)
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{
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return v > (kShadingModelUnvalid + kShadingModelRangeCheck);
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}
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bool isPMXMeshShadingModelCharacter(float v)
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{
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return isInShadingModelRange(v, kShadingModelPMXBasic);
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}
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#endif |