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author | Laszlo Agocs <laszlo.agocs@qt.io> | 2017-09-28 09:27:42 +0200 |
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committer | Andy Nichols <andy.nichols@qt.io> | 2017-10-04 10:32:24 +0000 |
commit | 33e18b8c734caaa6e4b440dbbafde51dcaf50e12 (patch) | |
tree | f0b1078d6636369a1e43adef10f4db196fcce190 /res/effectlib/fresnelLayer.glsllib | |
parent | b680afc19684b39eea93151e67ef84d2e89903ef (diff) |
Long Live Dragon3!
A.k.a. Qt 3D Studio Runtime 2.0
Change-Id: I459564fe47dc3d4b294346a42b1b387c21bb4088
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'res/effectlib/fresnelLayer.glsllib')
-rw-r--r-- | res/effectlib/fresnelLayer.glsllib | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/res/effectlib/fresnelLayer.glsllib b/res/effectlib/fresnelLayer.glsllib new file mode 100644 index 0000000..69a4786 --- /dev/null +++ b/res/effectlib/fresnelLayer.glsllib @@ -0,0 +1,77 @@ +float simpleFresnel( in vec3 N, in float ior, float fresnelPower ) +{ + float F = ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior)); + float fresnelGlancingAngle = clamp( 1.0 - dot(viewDir, N), 0.0, 1.0 ); + float ratio = F + (1.0 - F) * pow(fresnelGlancingAngle, fresnelPower); + + return ratio; +} + +// PKC : A variation on the simple Schlick approach that also handles the characteristic +// "dip" that metals exhibit. The dip is very mild or virtually nonexisting in dielectrics, +// but shows up in metals because of their strong incident reflectivity, and also allows for +// colored metals like gold or copper to show their Fresnel hue shift as well because certain +// components will have different baseline responses. +vec3 pseudoFresnel( in vec3 N, in vec3 ior, float fresnelPower ) +{ + vec3 F0 = ((vec3(1.0)-ior) * (vec3(1.0)-ior)) / ((vec3(1.0)+ior) * (vec3(1.0)+ior)); + + float fresnelGlancingAngle = clamp( 1.0 - dot(viewDir, N), 0.0, 1.0 ); + + float fresCurve = pow(fresnelGlancingAngle, fresnelPower); + vec3 dipCurve = F0 * sin( 3.1415926535 * fresCurve ) * 0.31830988618; + + vec3 retCol = (vec3(1.0) - F0) * fresCurve; + retCol += F0 - dipCurve; + return clamp(retCol, 0.0, 1.0); +} + +// look here: http://en.wikipedia.org/wiki/Fresnel_equations +float fresnel( in float eta1, in float eta2, in float cosTheta1 ) +{ + float etaInv = eta1 / eta2; + float cosTheta2 = 1.0f - ( 1.0f - cosTheta1 * cosTheta1 ) * ( etaInv * etaInv ); + if ( 0.0f <= cosTheta2 ) + { + cosTheta2 = sqrt( cosTheta2 ); + float n1t1 = eta1 * cosTheta1; + float n1t2 = eta1 * cosTheta2; + float n2t1 = eta2 * cosTheta1; + float n2t2 = eta2 * cosTheta2; + float rs = ( n1t1 - n2t2 ) / ( n1t1 + n2t2 ); + float rp = ( n1t2 - n2t1 ) / ( n1t2 + n2t1 ); + float f = 0.5f * ( rs * rs + rp * rp ); + return( clamp( f, 0.0, 1.0 ) ); + } + else + { + return( 1.0f ); + } +} + +// we assume, light rays run through air with ior == 1.0f +// with eta = eta2 / eta1, we have +// - when hitting a front face: eta2 == ior, eta1 == 1.0f => eta = ior +// - when hitting a back face : eta2 == 1.0f, eta1 == ior => eta = 1.0f / ior +vec3 fresnel( in vec3 N, in vec3 ior ) +{ + float cosTheta1 = dot( N, viewDir ); + if ( gl_FrontFacing ) + { + return( vec3( fresnel( 1.0f, ior[0], cosTheta1 ), fresnel( 1.0f, ior[1], cosTheta1 ), fresnel( 1.0f, ior[2], cosTheta1 ) ) ); + } + else + { + return( vec3( fresnel( ior[0], 1.0f, cosTheta1 ), fresnel( ior[1], 1.0f, cosTheta1 ), fresnel( ior[2], 1.0f, cosTheta1 ) ) ); + } +} + +vec4 fresnelLayer( in vec3 N, in vec3 ior, in float weight, in vec3 layercolor, in vec4 layer, in vec4 base, in float alpha ) +{ + vec3 refl = reflect( -viewDir, N ); + float reflWt = clamp( dot( surfNormal, refl ) + 1.0, 0.0, 1.0 ); + + vec3 fresColor = reflWt * weight * layercolor * pseudoFresnel( N, ior, 5.0 ); + + return( vec4( mix( base.rgb, layer.rgb, fresColor ), mix(alpha, 1.0, luminance(fresColor)) ) ); +} |