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-rw-r--r--res/effectlib/diffuseReflectionBSDF.glsllib31
1 files changed, 31 insertions, 0 deletions
diff --git a/res/effectlib/diffuseReflectionBSDF.glsllib b/res/effectlib/diffuseReflectionBSDF.glsllib
index 6a8882b..9a66aef 100644
--- a/res/effectlib/diffuseReflectionBSDF.glsllib
+++ b/res/effectlib/diffuseReflectionBSDF.glsllib
@@ -1,3 +1,33 @@
+/****************************************************************************
+**
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
#include "funcdiffuseReflectionBSDF.glsllib"
#include "funcdiffuseReflectionWrapBSDF.glsllib"
@@ -9,6 +39,7 @@ vec4 lambertReflectionBSDF( in vec3 N, in vec3 L, in vec3 lightDiffuse )
return vec4( cosThetaI * lightDiffuse, 1.0f );
}
+
vec4 diffuseReflectionBSDFEnvironment( in vec3 N, in float roughness )
{
return( vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );