/**************************************************************************** ** ** 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 ) ) ); }