diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/diffuseReflectionBSDF.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/diffuseReflectionBSDF.glsllib | 66 |
2 files changed, 0 insertions, 66 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/diffuseReflectionBSDF.glsllib b/src/Runtime/ogl-runtime/res/effectlib/diffuseReflectionBSDF.glsllib deleted file mode 100644 index a98509d9..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/diffuseReflectionBSDF.glsllib +++ /dev/null @@ -1,66 +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. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -#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); -} |