diff options
Diffstat (limited to 'res/effectlib/diffuseTransmissionBSDF.glsllib')
-rw-r--r-- | res/effectlib/diffuseTransmissionBSDF.glsllib | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/res/effectlib/diffuseTransmissionBSDF.glsllib b/res/effectlib/diffuseTransmissionBSDF.glsllib new file mode 100644 index 0000000..f6e5f52 --- /dev/null +++ b/res/effectlib/diffuseTransmissionBSDF.glsllib @@ -0,0 +1,42 @@ +/**************************************************************************** +** +** Copyright (C) 2015 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +vec4 diffuseTransmissionBSDF( in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightDiffuse, in vec4 transmissiveColor, in float translucentFalloff, float lightWrap ) +{ + float cosThetaI = max( 0.0, (dot( N, L ) + lightWrap) / (1.0 + lightWrap) ); + float factor = cosThetaI; + + float l = 0.2126 * transmissiveColor.r + 0.7152 * transmissiveColor.g + 0.0722 * transmissiveColor.b; + + float translucent_thickness = l * l; + float translucent_thickness_exp = exp( translucent_thickness * translucentFalloff); + + return( translucent_thickness_exp * vec4( factor * lightDiffuse, 1.0 ) ); +} |