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+/****************************************************************************
+**
+** 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_AO_GLSLLIB
+#define CUSTOM_MATERIAL_FRAG_BODY_AO_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 );
+
+ // compute ambient occlusion
+ float aoFactor = customMaterialAO( );
+
+ vec3 lightAmbient, lightDiffuse, lightSpecular, L;
+ for ( int i=0 ; i<uNumLights ; i++ )
+ {
+ sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular);
+ lightAmbient *= aoFactor;
+ lightDiffuse *= aoFactor;
+
+ //evalTemporariesPerLightSource( normal, L, lightDiffuse, lightSpecular, materialIOR );
+ if (gl_FrontFacing)
+ computeFrontLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, aoFactor );
+ else
+ computeBackLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, aoFactor );
+ }
+ 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, aoFactor );
+ else
+ computeBackLayerEnvironment( normal, viewDir, aoFactor );
+ }
+
+ rgba += computeLayerWeights( alpha );
+
+#endif