/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ float simpleFresnel( in vec3 N, in float ior, float fresnelPower ) { float F = ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior)); float fresnelGlancingAngle = clamp( 1.0 - dot(viewDir, N), 0.0, 1.0 ); float ratio = F + (1.0 - F) * pow(fresnelGlancingAngle, fresnelPower); return ratio; } // PKC : A variation on the simple Schlick approach that also handles the characteristic // "dip" that metals exhibit. The dip is very mild or virtually nonexisting in dielectrics, // but shows up in metals because of their strong incident reflectivity, and also allows for // colored metals like gold or copper to show their Fresnel hue shift as well because certain // components will have different baseline responses. vec3 pseudoFresnel( in vec3 N, in vec3 ior, float fresnelPower ) { vec3 F0 = ((vec3(1.0)-ior) * (vec3(1.0)-ior)) / ((vec3(1.0)+ior) * (vec3(1.0)+ior)); float fresnelGlancingAngle = clamp( 1.0 - dot(viewDir, N), 0.0, 1.0 ); float fresCurve = pow(fresnelGlancingAngle, fresnelPower); vec3 dipCurve = F0 * sin( 3.1415926535 * fresCurve ) * 0.31830988618; vec3 retCol = (vec3(1.0) - F0) * fresCurve; retCol += F0 - dipCurve; return clamp(retCol, 0.0, 1.0); } // look here: http://en.wikipedia.org/wiki/Fresnel_equations float fresnel( in float eta1, in float eta2, in float cosTheta1 ) { float etaInv = eta1 / eta2; float cosTheta2 = 1.0 - ( 1.0 - cosTheta1 * cosTheta1 ) * ( etaInv * etaInv ); if ( 0.0 <= cosTheta2 ) { cosTheta2 = sqrt( cosTheta2 ); float n1t1 = eta1 * cosTheta1; float n1t2 = eta1 * cosTheta2; float n2t1 = eta2 * cosTheta1; float n2t2 = eta2 * cosTheta2; float rs = ( n1t1 - n2t2 ) / ( n1t1 + n2t2 ); float rp = ( n1t2 - n2t1 ) / ( n1t2 + n2t1 ); float f = 0.5 * ( rs * rs + rp * rp ); return( clamp( f, 0.0, 1.0 ) ); } else { return( 1.0 ); } } // we assume, light rays run through air with ior == 1.0 // with eta = eta2 / eta1, we have // - when hitting a front face: eta2 == ior, eta1 == 1.0 => eta = ior // - when hitting a back face : eta2 == 1.0, eta1 == ior => eta = 1.0 / ior vec3 fresnel( in vec3 N, in vec3 ior ) { float cosTheta1 = dot( N, viewDir ); if ( gl_FrontFacing ) { return( vec3( fresnel( 1.0, ior[0], cosTheta1 ), fresnel( 1.0, ior[1], cosTheta1 ), fresnel( 1.0, ior[2], cosTheta1 ) ) ); } else { return( vec3( fresnel( ior[0], 1.0, cosTheta1 ), fresnel( ior[1], 1.0, cosTheta1 ), fresnel( ior[2], 1.0, cosTheta1 ) ) ); } } vec4 fresnelLayer( in vec3 N, in vec3 ior, in float weight, in vec3 layercolor, in vec4 layer, in vec4 base, in float alpha ) { vec3 refl = reflect( -viewDir, N ); float reflWt = clamp( dot( surfNormal, refl ) + 1.0, 0.0, 1.0 ); vec3 fresColor = reflWt * weight * layercolor * pseudoFresnel( N, ior, 5.0 ); return( vec4( mix( base.rgb, layer.rgb, fresColor ), mix(alpha, 1.0, luminance(fresColor)) ) ); }