Name
faceforward - returns a normal as-is if a vertex's eye-space position
vector points in the opposite direction of a geometric normal, otherwise
return the negated version of the normal
Synopsis
float faceforward(float N, float I, float Ng);
float1 faceforward(float1 N, float1 I, float1 Ng);
float2 faceforward(float2 N, float2 I, float2 Ng);
float3 faceforward(float3 N, float3 I, float3 Ng);
float4 faceforward(float4 N, float4 I, float4 Ng);
half faceforward(half N, half I, half Ng);
half1 faceforward(half1 N, half1 I, half1 Ng);
half2 faceforward(half2 N, half2 I, half2 Ng);
half3 faceforward(half3 N, half3 I, half3 Ng);
half4 faceforward(half4 N, half4 I, half4 Ng);
fixed faceforward(fixed N, fixed I, fixed Ng);
fixed1 faceforward(fixed1 N, fixed1 I, fixed1 Ng);
fixed2 faceforward(fixed2 N, fixed2 I, fixed2 Ng);
fixed3 faceforward(fixed3 N, fixed3 I, fixed3 Ng);
fixed4 faceforward(fixed4 N, fixed4 I, fixed4 Ng);
Parameters
- N
-
Peturbed normal vector.
- I
-
Incidence vector (typically a direction vector from the eye to a vertex).
- Ng
-
Geometric normal vector (for some facet the peturbed normal belongs).
Description
Returns a (peturbed) normal as-is if a vertex's eye-space position
vector points in the opposite direction of a geometric normal, otherwise
return the negated version of the (peturbed) normal
Mathematically, if the dot product of I and Ng is negative, N
is returned unchanged; otherwise -N is returned.
This function is inspired by a RenderMan funciton of the same name though
the RenderMan version has only two parameters.
Reference Implementation
faceforward for float3 vectors could be implemented this way:
float3 faceforward( float3 N, float3 I, float Ng )
{
return dot(I, Ng) < 0 ? N : -N;
}
Profile Support
refract is supported in all profiles.
See Also
dot, reflect, refract, normalize
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