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Diffstat (limited to 'res/effectlib/perlinNoiseBumpTexture.glsllib')
-rw-r--r-- | res/effectlib/perlinNoiseBumpTexture.glsllib | 49 |
1 files changed, 49 insertions, 0 deletions
diff --git a/res/effectlib/perlinNoiseBumpTexture.glsllib b/res/effectlib/perlinNoiseBumpTexture.glsllib new file mode 100644 index 0000000..6e0982f --- /dev/null +++ b/res/effectlib/perlinNoiseBumpTexture.glsllib @@ -0,0 +1,49 @@ +/**************************************************************************** +** +** 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 ) ) ); +} + |