diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib | 109 |
2 files changed, 0 insertions, 109 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/fresnelLayer.glsllib b/src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib deleted file mode 100644 index 60d71764..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib +++ /dev/null @@ -1,109 +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. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - - -float simpleFresnel( in vec3 N, in float ior, float fresnelPower ) -{ - float F = ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior)); - float fresnelGlancingAngle = clamp( 1.0 - dot(viewDir, N), 0.0, 1.0 ); - float ratio = F + (1.0 - F) * pow(fresnelGlancingAngle, fresnelPower); - - return ratio; -} - -// PKC : A variation on the simple Schlick approach that also handles the characteristic -// "dip" that metals exhibit. The dip is very mild or virtually nonexisting in dielectrics, -// but shows up in metals because of their strong incident reflectivity, and also allows for -// colored metals like gold or copper to show their Fresnel hue shift as well because certain -// components will have different baseline responses. -vec3 pseudoFresnel( in vec3 N, in vec3 ior, float fresnelPower ) -{ - vec3 F0 = ((vec3(1.0)-ior) * (vec3(1.0)-ior)) / ((vec3(1.0)+ior) * (vec3(1.0)+ior)); - - float fresnelGlancingAngle = clamp( 1.0 - dot(viewDir, N), 0.0, 1.0 ); - - float fresCurve = pow(fresnelGlancingAngle, fresnelPower); - vec3 dipCurve = F0 * sin( 3.1415926535 * fresCurve ) * 0.31830988618; - - vec3 retCol = (vec3(1.0) - F0) * fresCurve; - retCol += F0 - dipCurve; - return clamp(retCol, 0.0, 1.0); -} - -// look here: http://en.wikipedia.org/wiki/Fresnel_equations -float fresnel( in float eta1, in float eta2, in float cosTheta1 ) -{ - float etaInv = eta1 / eta2; - float cosTheta2 = 1.0 - ( 1.0 - cosTheta1 * cosTheta1 ) * ( etaInv * etaInv ); - if ( 0.0 <= cosTheta2 ) - { - cosTheta2 = sqrt( cosTheta2 ); - float n1t1 = eta1 * cosTheta1; - float n1t2 = eta1 * cosTheta2; - float n2t1 = eta2 * cosTheta1; - float n2t2 = eta2 * cosTheta2; - float rs = ( n1t1 - n2t2 ) / ( n1t1 + n2t2 ); - float rp = ( n1t2 - n2t1 ) / ( n1t2 + n2t1 ); - float f = 0.5 * ( rs * rs + rp * rp ); - return( clamp( f, 0.0, 1.0 ) ); - } - else - { - return( 1.0 ); - } -} - -// we assume, light rays run through air with ior == 1.0 -// with eta = eta2 / eta1, we have -// - when hitting a front face: eta2 == ior, eta1 == 1.0 => eta = ior -// - when hitting a back face : eta2 == 1.0, eta1 == ior => eta = 1.0 / ior -vec3 fresnel( in vec3 N, in vec3 ior ) -{ - float cosTheta1 = dot( N, viewDir ); - if ( gl_FrontFacing ) - { - return( vec3( fresnel( 1.0, ior[0], cosTheta1 ), fresnel( 1.0, ior[1], cosTheta1 ), fresnel( 1.0, ior[2], cosTheta1 ) ) ); - } - else - { - return( vec3( fresnel( ior[0], 1.0, cosTheta1 ), fresnel( ior[1], 1.0, cosTheta1 ), fresnel( ior[2], 1.0, cosTheta1 ) ) ); - } -} - -vec4 fresnelLayer( in vec3 N, in vec3 ior, in float weight, in vec3 layercolor, in vec4 layer, in vec4 base, in float alpha ) -{ - vec3 refl = reflect( -viewDir, N ); - float reflWt = clamp( dot( surfNormal, refl ) + 1.0, 0.0, 1.0 ); - - vec3 fresColor = reflWt * weight * layercolor * pseudoFresnel( N, ior, 5.0 ); - - return( vec4( mix( base.rgb, layer.rgb, fresColor ), mix(alpha, 1.0, luminance(fresColor)) ) ); -} - |