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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "funcdiffuseReflectionBSDF.glsllib"
+#include "funcdiffuseReflectionWrapBSDF.glsllib"
+
+vec4 lambertReflectionBSDF( in vec3 N, in vec3 L, in vec3 lightDiffuse )
+{
+ // If we're not going to use the roughness on the diffuse, there's no point
+ // in wasting the cycles for the branching.
+ float cosThetaI = max( 0.0, dot( N, L ) );
+ return vec4( cosThetaI * lightDiffuse, 1.0 );
+}
+
+
+vec4 diffuseReflectionBSDFEnvironment( in vec3 N, in float roughness )
+{
+ return( vec4( 0.0, 0.0, 0.0, 1.0 ) );
+}
+
+// RNM radiosity normal maps
+vec4 diffuseRNM( in vec3 N, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ )
+{
+ // we use a fixed basis like Half Life
+ vec3 B0 = vec3( -0.40825, 0.70711, 0.57735);
+ vec3 B1 = vec3( -0.40825, -0.70711, 0.57735);
+ vec3 B2 = vec3( 0.8165, 0.0, 0.57735);
+
+ vec3 dp;
+ dp.x = clamp( dot ( N , B0 ), 0.0, 1.0);
+ dp.y = clamp( dot ( N , B1 ), 0.0, 1.0);
+ dp.z = clamp( dot ( N , B2 ), 0.0, 1.0);
+
+ float sum = 1.0 / dot( dp, vec3(1.0, 1.0, 1.0) );
+ vec3 diffuseLight = dp.x * rnmX + dp.y * rnmY + dp.z * rnmZ;
+ //vec3 diffuseLight = N.x * rnmX + N.y * rnmY + N.z * rnmZ;
+
+ return (vec4(diffuseLight, 1.0) * sum);
+}