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-rw-r--r--res/effectlib/physGlossyBSDF.glsllib34
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