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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/miNoise.glsllib113
2 files changed, 0 insertions, 113 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/miNoise.glsllib b/src/Runtime/ogl-runtime/res/effectlib/miNoise.glsllib
deleted file mode 100644
index 5fbff37d..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/miNoise.glsllib
+++ /dev/null
@@ -1,113 +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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-vec4 miNoise( in vec3 xyz )
-{
- const float div = 1.0 / 256.0;
-
- ivec3 itmp = ivec3( xyz );
- ivec3 ixyz[3] = ivec3[]( itmp & 0xFF, itmp+1 & 0xFF, itmp+2 & 0xFF );
- vec3 fxyz = xyz - floor( xyz );
-
- vec3 dux, ux;
- dux.z = fxyz.x * div;
- dux.y = div - 2.0 * dux.z;
- dux.x = dux.z - div;
- ux.z = 0.5 * fxyz.x * dux.z;
- ux.y = dux.z + 0.5 * ( div - fxyz.x * dux.z );
- ux.x = ux.z - dux.z + 0.5 * div;
-
- vec3 duy, uy;
- duy.z = fxyz.y;
- duy.y = 1.0 - 2.0 * duy.z;
- duy.x = duy.z - 1.0;
- uy.z = 0.5 * square( duy.z );
- uy.y = duy.z + 0.5 - square( duy.z );
- uy.x = uy.z - duy.z + 0.5;
-
- float duz[3] = float[]( fxyz.z - 1.0, 1.0 - 2.0 * fxyz.z, fxyz.z );
- float uz[3] = float[]( 0.5 * square( fxyz.z ) - fxyz.z + 0.5, fxyz.z + 0.5 - square( fxyz.z ), 0.5 * square( fxyz.z ) );
-
- int xx = random255X( ixyz[0].x );
- int yx = random255Y( ixyz[0].y );
- int zx = random255Z( ixyz[0].z );
- int xy = random255X( ixyz[1].x );
- int yy = random255Y( ixyz[1].y );
- int zy = random255Z( ixyz[1].z );
-
- int xxxy = xx ^ xy;
- int yxxy = yx ^ xy;
- int zxxy = zx ^ xy;
- int xxyy = xx ^ yy;
- int yxyy = yx ^ yy;
- int zxyy = zx ^ yy;
- int xxzy = xx ^ zy;
- int yxzy = yx ^ zy;
- int zxzy = zx ^ zy;
-
- int ixyzxx = ixyz[0].x ^ ixyz[1].x;
- int ixyzyx = ixyz[0].y ^ ixyz[1].x;
- int ixyzzx = ixyz[0].z ^ ixyz[1].x;
- int ixyzxy = ixyz[0].x ^ ixyz[1].y;
- int ixyzyy = ixyz[0].y ^ ixyz[1].y;
- int ixyzzy = ixyz[0].z ^ ixyz[1].y;
- int ixyzxz = ixyz[0].x ^ ixyz[1].z;
- int ixyzyz = ixyz[0].y ^ ixyz[1].z;
- int ixyzzz = ixyz[0].z ^ ixyz[1].z;
-
-
- vec4 ret = vec4( 0.0, 0.0, 0.0, 0.0 );
-
- for ( int i=0 ; i<3 ; i++ )
- {
- int iz = random255Z( ixyz[2][i] );
-
- mat3x3 nf = mat3x3( vec3( float( random255W( xxxy ^ iz ^ random255W( ixyzxx ^ ixyz[2][i] ) ) )
- , float( random255W( yxxy ^ iz ^ random255W( ixyzyx ^ ixyz[2][i] ) ) )
- , float( random255W( zxxy ^ iz ^ random255W( ixyzzx ^ ixyz[2][i] ) ) ) )
- , vec3( float( random255W( xxyy ^ iz ^ random255W( ixyzxy ^ ixyz[2][i] ) ) )
- , float( random255W( yxyy ^ iz ^ random255W( ixyzyy ^ ixyz[2][i] ) ) )
- , float( random255W( zxyy ^ iz ^ random255W( ixyzzy ^ ixyz[2][i] ) ) ) )
- , vec3( float( random255W( xxzy ^ iz ^ random255W( ixyzxz ^ ixyz[2][i] ) ) )
- , float( random255W( yxzy ^ iz ^ random255W( ixyzyz ^ ixyz[2][i] ) ) )
- , float( random255W( zxzy ^ iz ^ random255W( ixyzzz ^ ixyz[2][i] ) ) ) ) );
-
- float fxdz = dot( uy, dux * nf );
- vec3 dy = ux * nf;
- float dz = dot( uy, dy );
-
- ret.x += uz[i] * fxdz;
- ret.y += uz[i] * dot( duy, dy );
- ret.z += duz[i] * dz;
- ret.w += uz[i] * dz;
- }
- return( ret );
-}
-