diff options
Diffstat (limited to 'res/effectlib/physGlossyBSDF.glsllib')
-rw-r--r-- | res/effectlib/physGlossyBSDF.glsllib | 34 |
1 files changed, 32 insertions, 2 deletions
diff --git a/res/effectlib/physGlossyBSDF.glsllib b/res/effectlib/physGlossyBSDF.glsllib index eabd6c5..ff0eb8c 100644 --- a/res/effectlib/physGlossyBSDF.glsllib +++ b/res/effectlib/physGlossyBSDF.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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + #ifndef PHYS_GLOSSY_BSDF_GLSLLIB #define PHYS_GLOSSY_BSDF_GLSLLIB 1 @@ -23,7 +53,7 @@ float Gterm( float cosTheta, float roughness ) vec4 kggxGlossyBSDF( in mat3 tanFrame, in vec3 L, in vec3 V, in vec3 lightSpecular, float ior, in float roughnessU, in float roughnessV, int mode ) { - vec4 rgba = vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + vec4 rgba = vec4( 0.0, 0.0, 0.0, 1.0 ); vec3 H = normalize(L + V); // NOTE : This BSDF allows roughness up to 2.0 which allows it @@ -83,7 +113,7 @@ vec4 kggxGlossyDefaultMtl( in vec3 normal, in vec3 tangent, in vec3 L, in vec3 V vec4 wardGlossyBSDF( in mat3 tanFrame, in vec3 L, in vec3 V, in vec3 lightSpecular, in float ior, in float roughnessU, in float roughnessV, int mode ) { - vec4 rgba = vec4( 0.0f, 0.0f, 0.0f, 1.0f ); + vec4 rgba = vec4( 0.0, 0.0, 0.0, 1.0 ); vec3 H = normalize(L + V); // specular |