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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/customMaterialFragBody.glsllib84
2 files changed, 0 insertions, 84 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/customMaterialFragBody.glsllib b/src/Runtime/ogl-runtime/res/effectlib/customMaterialFragBody.glsllib
deleted file mode 100644
index fccb8e05..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/customMaterialFragBody.glsllib
+++ /dev/null
@@ -1,84 +0,0 @@
-/****************************************************************************
-**
-** 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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB
-#define CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB
-
- bool twoSided = false;
- vec3 materialEmissive = vec3( 0.0, 0.0, 0.0 );
-
- float materialIOR = computeIOR();
-
- if ( gl_FrontFacing )
- {
- materialEmissive = computeFrontMaterialEmissive() * computeMaterialEmissiveMask();
- }
- else
- {
- materialIOR = 1.0 / materialIOR;
- twoSided = evalTwoSided();
- if ( twoSided )
- {
- normal = -normal;
- materialEmissive = computeBackMaterialEmissive() * computeMaterialEmissiveMask();
- }
- }
-
- vec4 rgba = vec4( materialEmissive, 0.0 );
-
- vec3 lightAmbient, lightDiffuse, lightSpecular, L;
- for ( int i=0 ; i<uNumLights ; i++ )
- {
- sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular);
- //evalTemporariesPerLightSource( normal, L, lightDiffuse, lightSpecular, materialIOR );
- if (gl_FrontFacing)
- computeFrontLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 );
- else
- computeBackLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 );
- }
- for ( int i=0 ; i < uNumAreaLights; ++i )
- {
- if (gl_FrontFacing)
- computeFrontAreaColor( i, arealights[i].diffuse, arealights[i].specular );
- else
- computeBackAreaColor( i, arealights[i].diffuse, arealights[i].specular );
- }
-
- if ( 0.0 < alpha )
- {
- if (gl_FrontFacing)
- computeFrontLayerEnvironment( normal, viewDir, 1.0 );
- else
- computeBackLayerEnvironment( normal, viewDir, 1.0 );
- }
-
- rgba += computeLayerWeights( alpha );
-
-#endif