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Diffstat (limited to 'res/effectlib/customMaterialFragBody.glsllib')
-rw-r--r-- | res/effectlib/customMaterialFragBody.glsllib | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/res/effectlib/customMaterialFragBody.glsllib b/res/effectlib/customMaterialFragBody.glsllib new file mode 100644 index 0000000..fccb8e0 --- /dev/null +++ b/res/effectlib/customMaterialFragBody.glsllib @@ -0,0 +1,84 @@ +/**************************************************************************** +** +** 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 CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB +#define CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB + + bool twoSided = false; + vec3 materialEmissive = vec3( 0.0, 0.0, 0.0 ); + + float materialIOR = computeIOR(); + + if ( gl_FrontFacing ) + { + materialEmissive = computeFrontMaterialEmissive() * computeMaterialEmissiveMask(); + } + else + { + materialIOR = 1.0 / materialIOR; + twoSided = evalTwoSided(); + if ( twoSided ) + { + normal = -normal; + materialEmissive = computeBackMaterialEmissive() * computeMaterialEmissiveMask(); + } + } + + vec4 rgba = vec4( materialEmissive, 0.0 ); + + vec3 lightAmbient, lightDiffuse, lightSpecular, L; + for ( int i=0 ; i<uNumLights ; i++ ) + { + sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular); + //evalTemporariesPerLightSource( normal, L, lightDiffuse, lightSpecular, materialIOR ); + if (gl_FrontFacing) + computeFrontLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 ); + else + computeBackLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 ); + } + for ( int i=0 ; i < uNumAreaLights; ++i ) + { + if (gl_FrontFacing) + computeFrontAreaColor( i, arealights[i].diffuse, arealights[i].specular ); + else + computeBackAreaColor( i, arealights[i].diffuse, arealights[i].specular ); + } + + if ( 0.0 < alpha ) + { + if (gl_FrontFacing) + computeFrontLayerEnvironment( normal, viewDir, 1.0 ); + else + computeBackLayerEnvironment( normal, viewDir, 1.0 ); + } + + rgba += computeLayerWeights( alpha ); + +#endif |