Difference between revisions of "Lua Shader Geometric Functions"
From GiderosMobile
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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. |