diff options
author | Jere Tuliniemi <jere.tuliniemi@qt.io> | 2018-07-26 17:12:21 +0300 |
---|---|---|
committer | Jere Tuliniemi <jere.tuliniemi@qt.io> | 2018-07-27 12:03:19 +0000 |
commit | 0ea14148b119e9b407fd619615b7d110d188dace (patch) | |
tree | 863de2a2ffada3cd4691623bfc8587972de97113 /res | |
parent | 6dd40a341816aa7cc90453ac2d3a9b006a18f231 (diff) |
Use a branchless diffuse function
Roughness is never used for the diffuse so the Oren-Nayar function with
branching is not needed.
Task-number: QT3DS-2010
Change-Id: I8d81adabbf254cb5af4d7ae6d6aec9da8ad89bc5
Reviewed-by: Janne Koskinen <janne.p.koskinen@qt.io>
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'res')
-rw-r--r-- | res/effectlib/funclambertReflectionBSDF.glsllib | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/res/effectlib/funclambertReflectionBSDF.glsllib b/res/effectlib/funclambertReflectionBSDF.glsllib new file mode 100644 index 0000000..07278cc --- /dev/null +++ b/res/effectlib/funclambertReflectionBSDF.glsllib @@ -0,0 +1,5 @@ +vec4 lambertReflectionBSDF( in vec3 N, in vec3 L, in vec3 lightDiffuse ) +{ + float cosThetaI = max( 0.0, dot( N, L ) ); + return vec4( cosThetaI * lightDiffuse, 1.0 ); +} |