diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/anisotropyConversion.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/anisotropyConversion.glsllib | 46 |
2 files changed, 0 insertions, 46 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/anisotropyConversion.glsllib b/src/Runtime/ogl-runtime/res/effectlib/anisotropyConversion.glsllib deleted file mode 100644 index b8aae1ed..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/anisotropyConversion.glsllib +++ /dev/null @@ -1,46 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014-2015 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. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - - -// TODO: real implementation -anisotropy_return anisotropyConversion( in float roughness, in float anisotropy, in float anisotropyRotation, in vec3 tangentU, bool miaAnisotropySemantic ) -{ - anisotropy_return aniso; - float angle = 2.0 * PI * anisotropyRotation; - float cos_angle = cos(angle); - float sin_angle = sin(angle); - aniso.tangent_u = normalize( cos_angle * tangentU + sin_angle * binormal ); - // roughness - float anisoFac = 1.0 - clamp(anisotropy, 0.0, 0.999); - aniso.roughness_v = clamp( roughness / anisoFac, 0.0001, 1.0); - aniso.roughness_u = clamp( aniso.roughness_v * anisoFac, 0.0001, 1.0); - return( aniso ); -} - |