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Diffstat (limited to 'res/effectlib/evalLightmaps.glsllib')
-rw-r--r-- | res/effectlib/evalLightmaps.glsllib | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/res/effectlib/evalLightmaps.glsllib b/res/effectlib/evalLightmaps.glsllib new file mode 100644 index 0000000..1a9bc99 --- /dev/null +++ b/res/effectlib/evalLightmaps.glsllib @@ -0,0 +1,56 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +vec4 evalLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) +{ + vec3 uTransform = vec3(rotScale.x, rotScale.y, offset.x); + vec3 vTransform = vec3(rotScale.z, rotScale.w, offset.y); + + vec2 transfCoord = vec2( dot( uTransform, inCoords ), dot( vTransform, inCoords ) ); + + vec4 value = texture( sampler, transfCoord.xy); + + return value; +} + +vec4 evalIndirectLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) +{ + return evalLightmap( sampler, inCoords, rotScale, offset ); +} + +vec4 evalRadiosityLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) +{ + return evalLightmap( sampler, inCoords, rotScale, offset ); +} + +vec4 evalShadowLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) +{ + return evalLightmap( sampler, inCoords, rotScale, offset ); +}
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