/**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "funcdiffuseReflectionBSDF.glsllib" #include "funcdiffuseReflectionWrapBSDF.glsllib" vec4 lambertReflectionBSDF( in vec3 N, in vec3 L, in vec3 lightDiffuse ) { // If we're not going to use the roughness on the diffuse, there's no point // in wasting the cycles for the branching. float cosThetaI = max( 0.0, dot( N, L ) ); return vec4( cosThetaI * lightDiffuse, 1.0 ); } vec4 diffuseReflectionBSDFEnvironment( in vec3 N, in float roughness ) { return( vec4( 0.0, 0.0, 0.0, 1.0 ) ); } // RNM radiosity normal maps vec4 diffuseRNM( 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); }