diff options
Diffstat (limited to 'res/effectlib/anisotropyConversion.glsllib')
-rw-r--r-- | res/effectlib/anisotropyConversion.glsllib | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/res/effectlib/anisotropyConversion.glsllib b/res/effectlib/anisotropyConversion.glsllib index c18f722..b8aae1e 100644 --- a/res/effectlib/anisotropyConversion.glsllib +++ b/res/effectlib/anisotropyConversion.glsllib @@ -1,3 +1,34 @@ +/**************************************************************************** +** +** Copyright (C) 2014-2015 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + + // TODO: real implementation anisotropy_return anisotropyConversion( in float roughness, in float anisotropy, in float anisotropyRotation, in vec3 tangentU, bool miaAnisotropySemantic ) { @@ -12,3 +43,4 @@ anisotropy_return anisotropyConversion( in float roughness, in float anisotropy, aniso.roughness_u = clamp( aniso.roughness_v * anisoFac, 0.0001, 1.0); return( aniso ); } + |