diff options
Diffstat (limited to 'res/effectlib/defaultMaterialBumpNoLod.glsllib')
-rw-r--r-- | res/effectlib/defaultMaterialBumpNoLod.glsllib | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/res/effectlib/defaultMaterialBumpNoLod.glsllib b/res/effectlib/defaultMaterialBumpNoLod.glsllib new file mode 100644 index 0000000..4144ae2 --- /dev/null +++ b/res/effectlib/defaultMaterialBumpNoLod.glsllib @@ -0,0 +1,52 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +float calcRGBAvg(in vec4 rgba) +{ + return (rgba.r + rgba.g + rgba.b) / 3.0; +} + +vec3 defaultMaterialBumpNoLod(in sampler2D sampler, in float factor, + in vec2 texCoord, in vec3 tangent, in vec3 binormal, + in vec3 normal, in vec2 bumpSize) +{ + // invert factor + float invFactor = -factor; + + vec2 unitStep = 1.0 / bumpSize; + + float du = calcRGBAvg(texture2D(sampler, vec2(texCoord.x + unitStep.x, texCoord.y))) + - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); + float dv = calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y + unitStep.y))) + - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); + + vec3 n = normalize(vec3(invFactor * du, invFactor * dv, 1.0)); + n = n.x * normalize(tangent) + n.y * normalize(binormal) + n.z * normal; + return normalize(normal + n); +} |