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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/simpleGlossyBSDF.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/simpleGlossyBSDF.glsllib')
-rw-r--r-- | res/effectlib/simpleGlossyBSDF.glsllib | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/res/effectlib/simpleGlossyBSDF.glsllib b/res/effectlib/simpleGlossyBSDF.glsllib new file mode 100644 index 0000000..bacd822 --- /dev/null +++ b/res/effectlib/simpleGlossyBSDF.glsllib @@ -0,0 +1,69 @@ +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); +} |