summaryrefslogtreecommitdiffstats
path: root/res/effectlib/anisotropyConversion.glsllib
diff options
context:
space:
mode:
Diffstat (limited to 'res/effectlib/anisotropyConversion.glsllib')
-rw-r--r--res/effectlib/anisotropyConversion.glsllib32
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 );
}
+