summaryrefslogtreecommitdiffstats
path: root/res/effectlib/anisotropyConversion.glsllib
diff options
context:
space:
mode:
Diffstat (limited to 'res/effectlib/anisotropyConversion.glsllib')
-rw-r--r--res/effectlib/anisotropyConversion.glsllib46
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 );
+}
+