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

vec4 evalLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset )
{
    vec3 uTransform = vec3(rotScale.x, rotScale.y, offset.x);
    vec3 vTransform = vec3(rotScale.z, rotScale.w, offset.y);

    vec2 transfCoord = vec2( dot( uTransform, inCoords ), dot( vTransform, inCoords ) );

    vec4 value = texture( sampler, transfCoord.xy);

    return value;
}

vec4 evalIndirectLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset )
{
    return evalLightmap( sampler, inCoords, rotScale, offset );
}

vec4 evalRadiosityLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset )
{
    return evalLightmap( sampler, inCoords, rotScale, offset );
}

vec4 evalShadowLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset )
{
    return evalLightmap( sampler, inCoords, rotScale, offset );
}