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

texture_return flakeNoiseTexture( in texture_coordinate_info uvw, in float intensity, in float scale, in float density )
{
  vec3 tex = uvw.position / scale;
  vec3 grad = miNoise( tex ).xyz;

  // displace coordinate according to noise value
  tex += 2.0 * grad;

  // then use only integer coordinates, to make flakes transients harder and not wobbly
  vec4 noise =  miNoise( floor( tex ) );
  float s = pow( noise.w, 1.0 / density ) * intensity;

  texture_return tr;
  tr.tint = vec3( noise.x, noise.y, noise.z );
  tr.mono = clamp(s, 0.0, 1.0);
  return( tr );
}


texture_return flakeNoiseAndBumpTexture( in texture_coordinate_info uvw, in float scale, in float intensity, in float density, float strength, in vec3 normal )
{
  vec3 tex = uvw.position / scale;
  vec3 grad = miNoise( tex ).xyz;

  // displace coordinate according to noise value
  tex += 2.0 * grad;

  // then use only integer coordinates, to make flakes transients harder and not wobbly
  vec4 noise =  miNoise( round( tex ) );
  float s = pow( noise.w, 1.0 / density ) * intensity;

  texture_return tr;
  tr.tint = normalize( normal/strength + ( uvw.tangent_u * grad.x + uvw.tangent_v * grad.y + normal * abs( grad.z ) ) );
  tr.mono = s;
  return( tr );
}