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Diffstat (limited to 'res/effectlib/specularBSDF.glsllib')
-rw-r--r-- | res/effectlib/specularBSDF.glsllib | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/res/effectlib/specularBSDF.glsllib b/res/effectlib/specularBSDF.glsllib new file mode 100644 index 0000000..78e541a --- /dev/null +++ b/res/effectlib/specularBSDF.glsllib @@ -0,0 +1,47 @@ +/**************************************************************************** +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "funcspecularBSDF.glsllib" + +#ifndef DEFAULT_MATERIAL_LIGHTING + +vec4 specularBSDFEnvironment( in vec3 N, in vec3 viewDir, in vec3 tint, int mode ) +{ + vec3 rgb = vec3( 0.0, 0.0, 0.0 ); + if ( uEnvironmentMappingEnabled ) + { + vec3 R = reflect( -viewDir, N ); + rgb = evalEnvironmentMap( R, 0.0 ); + rgb = specularBSDF( N, R, viewDir, rgb, 1.0, 256.0, tint, scatter_reflect ).rgb; + } + return( vec4( rgb, 1.0 ) ); +} + +#endif |