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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+texture_return fileTexture( in sampler2D sampler, in vec3 colorOffset, in vec3 colorScale, in int monoSource, in texture_coordinate_info uvw
+ , in vec2 cropU, in vec2 cropV, in int wrapU, in int wrapV, in int gammaMode )
+{
+ vec4 t4 = texture( sampler, uvw.position.xy );
+ vec3 t3 = colorOffset + colorScale * t4.xyz;
+
+ // When we want to operate in linear color space uncomment the lines
+ if ( gammaMode == gamma_srgb )
+ {
+ t3 = pow( t3, vec3( 2.2 ) );
+ }
+
+ texture_return tr;
+ tr.tint = t3;
+ tr.mono = monoChannel( vec4( t3, t4.w ), monoSource );
+ return( tr );
+}
+