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Diffstat (limited to 'res/effectlib/anisotropyConversion.glsllib')
-rw-r--r-- | res/effectlib/anisotropyConversion.glsllib | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/res/effectlib/anisotropyConversion.glsllib b/res/effectlib/anisotropyConversion.glsllib new file mode 100644 index 0000000..b8aae1e --- /dev/null +++ b/res/effectlib/anisotropyConversion.glsllib @@ -0,0 +1,46 @@ +/**************************************************************************** +** +** Copyright (C) 2014-2015 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + + +// TODO: real implementation +anisotropy_return anisotropyConversion( in float roughness, in float anisotropy, in float anisotropyRotation, in vec3 tangentU, bool miaAnisotropySemantic ) +{ + anisotropy_return aniso; + float angle = 2.0 * PI * anisotropyRotation; + float cos_angle = cos(angle); + float sin_angle = sin(angle); + aniso.tangent_u = normalize( cos_angle * tangentU + sin_angle * binormal ); + // roughness + float anisoFac = 1.0 - clamp(anisotropy, 0.0, 0.999); + aniso.roughness_v = clamp( roughness / anisoFac, 0.0001, 1.0); + aniso.roughness_u = clamp( aniso.roughness_v * anisoFac, 0.0001, 1.0); + return( aniso ); +} + |