Difference between revisions of "Lua Shader Geometric Functions"
From GiderosMobile
(Created page with "{| class="wikitable" |- ! Function !! Syntax !! Description |- | length || float=length(x) || Returns the length of vector x. |- | distance || float=distance(p0,p1) || Returns...") |
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| refract || refract(I,N,eta) || For the incident vector I and surface normal N, and the ratio of indices of refraction eta, return the refraction vector. | | refract || refract(I,N,eta) || For the incident vector I and surface normal N, and the ratio of indices of refraction eta, return the refraction vector. | ||
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+ | {{SHADERS}} |
Latest revision as of 01:45, 7 November 2023
Function | Syntax | Description |
---|---|---|
length | float=length(x) | Returns the length of vector x. |
distance | float=distance(p0,p1) | Returns the distance between p0 and p1. |
dot | float=dot(x,y) | Returns the dot product of x and y. |
cross | vec3=cross(x,y) | Returns the cross product of x and y. |
normalize | mix(x) | Returns a vector in the same direction as x but with a length of 1. |
faceforward | faceforward(N,I.Nref) | If dot(Nref,I)<0 return N, otherwise return –N. |
reflect | reflect(I,N) | For the incident vector I and surface orientation N, returns the reflection direction: I–2∗dot(N,I)∗N |
refract | refract(I,N,eta) | For the incident vector I and surface normal N, and the ratio of indices of refraction eta, return the refraction vector. |