diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/gles2/tangentSpaceNormalTexture.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/gles2/tangentSpaceNormalTexture.glsllib | 97 |
2 files changed, 0 insertions, 97 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/gles2/tangentSpaceNormalTexture.glsllib b/src/Runtime/ogl-runtime/res/effectlib/gles2/tangentSpaceNormalTexture.glsllib deleted file mode 100644 index daae4014..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/gles2/tangentSpaceNormalTexture.glsllib +++ /dev/null @@ -1,97 +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 FILE_NORMAL_TEXTURE_GLSLLIB -#define FILE_NORMAL_TEXTURE_GLSLLIB - -#ifdef QT3DS_DEFINE_API - -#include "luminance.glsllib" -#include "monoChannel.glsllib" -#include "textureCoordinateInfo.glsllib" -#define wrap_clamp 0 -#define wrap_repeat 1 -#define wrap_mirrored_repeat 2 -#include "rotationTranslationScale.glsllib" -#include "transformCoordinate.glsllib" - -#endif - -int modulo(int a, int b) -{ - int k = (a / b); - return a - k*b; -} - -//interpreting the color values of a bitmap as a vector in tangent space -vec3 tangentSpaceNormalTexture( in sampler2D tex, in float factor, in bool flipTangentU, in bool flipTangentV - , in texture_coordinate_info uvw, in vec2 cropU, in vec2 cropV, in int wrapU, in int wrapV ) -{ - // if we mirror repeat a tangent space texture, tangent space needs to be flipped for every other tile - bool flipU = flipTangentU; - bool flipV = flipTangentV; - if ( wrapU == wrap_mirrored_repeat ) - { - if ( ( ( 0.0 < uvw.position.x ) && ( modulo(int( uvw.position.x ), 2) == 1 ) ) - || ( ( uvw.position.x < 0.0 ) && ( modulo(int( uvw.position.x ), 2) == 0 ) ) ) - { - flipU = !flipU; - } - if ( ( ( 0.0 < uvw.position.y ) && ( modulo(int( uvw.position.y ), 2) == 1 ) ) - || ( ( uvw.position.y < 0.0 ) && ( modulo(int( uvw.position.y ), 2) == 0 ) ) ) - { - flipV = !flipV; - } - } - - vec3 tangent = 2.0 * texture( tex, uvw.position.xy ).xyz - 1.0; - - vec3 tangentU = normalize( flipU ? -uvw.tangent_u : uvw.tangent_u ); - vec3 tangentV = normalize( flipV ? -uvw.tangent_v : uvw.tangent_v ); - vec3 normal = normalize( cross( tangentU, tangentV ) ); - - return( mix( normal, normalize( tangent.x * tangentU - tangent.y * tangentV + tangent.z * normal ), factor ) ); -} - -#include "textureCoordinateInfo.glsllib" - -//Simpler version built to run from UIC image data -//In our case, we have already generated the texture coordinate x,y position -//TODO - figure out if we need to manipulate tangent_u, tangent_v. -vec3 defaultMaterialFileNormalTexture( in sampler2D sampler, in float factor, vec2 texCoord, vec3 tangent, vec3 binormal ) -{ - // factor should be in [0,1] range - return tangentSpaceNormalTexture( sampler, clamp(factor, 0.0, 1.0), false, false - , textureCoordinateInfo( vec3( texCoord.x, texCoord.y, 0.0 ), tangent, binormal ) - , vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ) - , wrap_repeat, wrap_repeat); -} - -#endif |