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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+vec3 perlinNoiseBumpTexture( in texture_coordinate_info uvw, in float factor, in float size, in bool applyMarble
+ , in bool applyDent, in float noisePhase, in int noiseLevels, in bool absoluteNoise, in vec3 noiseDistortion
+ , in float noiseThresholdHigh, in float noiseThresholdLow, in float noiseBands, in vec3 normal )
+{
+ float delta = 0.1 / noiseBands;
+ vec3 pos = uvw.position / size;
+
+ float r0 = perlinNoise( pos, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+ float r1 = perlinNoise( pos + delta * uvw.tangent_u, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+ float r2 = perlinNoise( pos + delta * uvw.tangent_v, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+ float r3 = perlinNoise( pos + delta * normal, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+
+ return( normalize( normal - factor * ( ( r1 - r0 ) * uvw.tangent_u + ( r2 - r0 ) * uvw.tangent_v + ( r3 - r0 ) * normal ) ) );
+}
+