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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.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef DEFAULT_MATERIAL_FRESNEL_GLSLLIB
#define DEFAULT_MATERIAL_FRESNEL_GLSLLIB

float defaultMaterialSimpleFresnel( in vec3 N, in vec3 viewDir, in float ior, float fresnelPower )
{
    float F = ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior));
    float VdotN = dot(viewDir, N);
    VdotN = clamp( VdotN, 0.0, 1.0 );
    float ratio = F + (1.0 - F) * pow(1.0 - VdotN, fresnelPower);

    return ratio;
}

#endif