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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/gles2/tangentSpaceNormalTexture.glsllib97
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