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authorLaszlo Agocs <laszlo.agocs@qt.io>2017-09-28 09:27:42 +0200
committerAndy Nichols <andy.nichols@qt.io>2017-10-04 10:32:24 +0000
commit33e18b8c734caaa6e4b440dbbafde51dcaf50e12 (patch)
treef0b1078d6636369a1e43adef10f4db196fcce190 /res/effectlib/simpleGlossyBSDF.glsllib
parentb680afc19684b39eea93151e67ef84d2e89903ef (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/simpleGlossyBSDF.glsllib')
-rw-r--r--res/effectlib/simpleGlossyBSDF.glsllib69
1 files changed, 69 insertions, 0 deletions
diff --git a/res/effectlib/simpleGlossyBSDF.glsllib b/res/effectlib/simpleGlossyBSDF.glsllib
new file mode 100644
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+++ b/res/effectlib/simpleGlossyBSDF.glsllib
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+vec4 simpleGlossyBSDF( in mat3 tanFrame, in vec3 L, vec3 V, in vec3 lightSpecular, in float ior
+ , in float roughnessU, in float roughnessV, int mode )
+{
+ vec4 rgba = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
+
+ float cosTheta = dot( tanFrame[2], L );
+ if ( 0.0f < cosTheta )
+ {
+ float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] );
+
+ if ( ( mode == scatter_reflect ) || ( mode == scatter_reflect_transmit ) )
+ {
+ vec3 R = reflect( -L, tanFrame[2] );
+ float cosine = dot( R, V );
+ float shine = ( 0.0f < cosine ) ? ( ( 0.0f < roughness ) ? pow( cosine, 1.0f / roughness ) : ( 0.9999f <= cosine ) ? 1.0f : 0.0f ) : 0.0f;
+ rgba.rgb = shine * lightSpecular;
+ }
+ }
+ if ( ( mode == scatter_transmit ) || ( mode == scatter_reflect_transmit ) )
+ {
+ // check against total reflection
+ vec3 R = refract( -V, tanFrame[2], ior );
+ if ( R == vec3( 0.0f, 0.0f, 0.0f ) )
+ {
+ rgba.a = 1.0f;
+ }
+ else
+ {
+ rgba.a = 0.0f;
+ }
+ }
+
+ return( rgba );
+}
+
+vec4 simpleGlossyBSDFEnvironment( in mat3 tanFrame, in vec3 viewDir, in float roughnessU, in float roughnessV, int mode )
+{
+ vec3 rgb = vec3( 0.0f, 0.0f, 0.0f );
+#if !UIC_ENABLE_LIGHT_PROBE
+ if ( uEnvironmentMappingEnabled )
+ {
+ float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] );
+ vec3 R = reflect( -viewDir, tanFrame[2] );
+ rgb = evalEnvironmentMap( R, roughness );
+ rgb = simpleGlossyBSDF( tanFrame, R, viewDir, rgb, 1.0f, roughnessU, roughnessV, scatter_reflect ).rgb;
+ }
+#endif
+ return( vec4( rgb, 1.0f ) );
+}
+
+// RNM radiosity normal maps
+vec4 glossyRNM( in vec3 N, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ )
+{
+ // we use a fixed basis like Half Life
+ vec3 B0 = vec3( -0.40825, 0.70711, 0.57735);
+ vec3 B1 = vec3( -0.40825, -0.70711, 0.57735);
+ vec3 B2 = vec3( 0.8165, 0.0, 0.57735);
+
+ vec3 dp;
+ dp.x = clamp( dot ( N , B0 ), 0.0, 1.0);
+ dp.y = clamp( dot ( N , B1 ), 0.0, 1.0);
+ dp.z = clamp( dot ( N , B2 ), 0.0, 1.0);
+
+ float sum = 1.0 / dot( dp, vec3(1.0, 1.0, 1.0) );
+ vec3 diffuseLight = dp.x * rnmX + dp.y * rnmY + dp.z * rnmZ;
+ //vec3 diffuseLight = N.x * rnmX + N.y * rnmY + N.z * rnmZ;
+
+ return (vec4(diffuseLight, 1.0) * sum);
+}