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+/****************************************************************************
+**
+** 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);
+}