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-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib109
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib b/src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib
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index 60d71764..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/fresnelLayer.glsllib
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@@ -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)) ) );
-}
-