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Diffstat (limited to 'res/effectlib/defaultMaterialFresnel.glsllib')
-rw-r--r-- | res/effectlib/defaultMaterialFresnel.glsllib | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/res/effectlib/defaultMaterialFresnel.glsllib b/res/effectlib/defaultMaterialFresnel.glsllib new file mode 100644 index 0000000..e0eff4f --- /dev/null +++ b/res/effectlib/defaultMaterialFresnel.glsllib @@ -0,0 +1,44 @@ +/**************************************************************************** +** +** 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 DEFAULT_MATERIAL_FRESNEL_GLSLLIB +#define DEFAULT_MATERIAL_FRESNEL_GLSLLIB + +float defaultMaterialSimpleFresnel( in vec3 N, in vec3 viewDir, in float ior, float fresnelPower ) +{ + float F = ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior)); + float VdotN = dot(viewDir, N); + VdotN = clamp( VdotN, 0.0, 1.0 ); + float ratio = F + (1.0 - F) * pow(1.0 - VdotN, fresnelPower); + + return ratio; +} + +#endif |