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Froyok authored Oct 3, 2024
1 parent f86f687 commit dc1c222
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4 changes: 2 additions & 2 deletions src/pages/api/changelog.md
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[\#](#section-0)



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[\#](#section-1)



Changelog
=========
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6 changes: 3 additions & 3 deletions src/pages/api/index.md
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[\#](#section-0)


Shader reference
================
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[\#](#section-1)


Now, if you save this snippet into a `.glsl` file and load it into Substance 3D Painter by dropping
it into your shelf's shader tab, you can now use it and see a beautiful uniform pink color on
Expand Down Expand Up @@ -176,7 +176,7 @@ You can declare additional non required information to give some hint to the



[\#](#section-2)


Supported keys are:

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12 changes: 6 additions & 6 deletions src/pages/api/libraries/lib-alpha-test.md
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[\#](#section-0)



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[\#](#section-1)



lib\-alpha\-test.glsl
=====================
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[\#](#section-2)


Opacity map, provided by the engine.

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[\#](#section-3)


Alpha test threshold.

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[\#](#section-4)


Alpha test dithering.

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[\#](#section-5)


Emulate alpha test : discard current fragment if
its opacity is below a user defined threshold.
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4 changes: 2 additions & 2 deletions src/pages/api/libraries/lib-bayer.md
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[\#](#section-0)



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[\#](#section-1)



lib\-bayer.glsl
===============
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8 changes: 4 additions & 4 deletions src/pages/api/libraries/lib-bent-normal.md
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[\#](#section-0)



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[\#](#section-1)



lib\-bent\-normal.glsl
======================
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[\#](#section-2)


Helper to compute the bent normal from tangent space normal given by
getTSNormal helpers, and local frame of the mesh.
Expand All @@ -126,7 +126,7 @@ vec3 computeWSBentNormal(SparseCoord coord, vec3 tangent, vec3 bitangent, vec3 n



[\#](#section-3)


Compute bent normals
Fill world space bent normal in vectors
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14 changes: 7 additions & 7 deletions src/pages/api/libraries/lib-coat.md
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[\#](#section-0)



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[\#](#section-1)



lib\-coat.glsl
==============
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[\#](#section-2)


All engine parameters useful for coat.

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[\#](#section-3)


Import from library

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[\#](#section-4)


Compute an f0 at the interface between to materials from their indices of refraction.

Expand All @@ -151,7 +151,7 @@ float iorToSpecularLevel(float iorFrom, float iorTo)



[\#](#section-5)


Return the coat normal in world space.

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[\#](#section-6)


Compute the approximate colored coat absorption for a given view direction.

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8 changes: 4 additions & 4 deletions src/pages/api/libraries/lib-defines.md
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[\#](#section-0)



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[\#](#section-1)



lib\-defines.glsl
=================
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[\#](#section-2)


Some useful constants

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[\#](#section-3)


Blending modes constants

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10 changes: 5 additions & 5 deletions src/pages/api/libraries/lib-emissive.md
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[\#](#section-0)



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[\#](#section-1)



lib\-emissive.glsl
==================
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[\#](#section-2)


The emissive channel texture.

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[\#](#section-3)


A value used to tweak the emissive intensity.

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[\#](#section-4)


Compute the emissive radiance to the viewer's eye

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12 changes: 6 additions & 6 deletions src/pages/api/libraries/lib-env.md
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[\#](#section-0)



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[\#](#section-1)



lib\-env.glsl
=============
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[\#](#section-2)


Engine provided parameters

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[\#](#section-3)


Helper that allows one to sample environment. Rotation is taken into
account. The environment map is a panoramic env map behind the scene,
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[\#](#section-4)


Transform a direction from world to environment space

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[\#](#section-5)


Return the irradiance for a given direction. The computation is based on
environment's spherical harmonics projection.
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