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-rw-r--r--res/effectlib/sampleLight.glsllib48
1 files changed, 39 insertions, 9 deletions
diff --git a/res/effectlib/sampleLight.glsllib b/res/effectlib/sampleLight.glsllib
index 74bd733..3218cdf 100644
--- a/res/effectlib/sampleLight.glsllib
+++ b/res/effectlib/sampleLight.glsllib
@@ -1,20 +1,50 @@
+/****************************************************************************
+**
+** 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 SAMPLE_LIGHT_GLSLLIB
#define SAMPLE_LIGHT_GLSLLIB
#define MAX_NUM_SHADOWS 8
-#ifndef UIC_ENABLE_SSM
-#define UIC_ENABLE_SSM 0
+#ifndef QT3DS_ENABLE_SSM
+#define QT3DS_ENABLE_SSM 0
#endif
#include "SSAOCustomMaterial.glsllib"
-#if UIC_ENABLE_SSM
+#if QT3DS_ENABLE_SSM
#include "shadowMapping.glsllib"
#endif
#include "funcsampleLightVars.glsllib"
-#if UIC_ENABLE_SSM
+#if QT3DS_ENABLE_SSM
uniform sampler2D shadowMaps[MAX_NUM_SHADOWS];
uniform samplerCube shadowCubes[MAX_NUM_SHADOWS];
uniform int uNumShadowMaps;
@@ -32,7 +62,7 @@ void sampleLight(in LightSource light,
if (light.position.w == 0.0f) // directional light
{
wi = normalize(light.position.xyz);
-#if UIC_ENABLE_SSM
+#if QT3DS_ENABLE_SSM
if ( light.shadowIdx >= 0 )
att *= sampleOrthographic( shadowMaps[light.shadowIdx], light.shadowControls, light.shadowView, pos, vec2(1.0, light.shadowControls.z) );
#endif
@@ -66,7 +96,7 @@ void sampleLight(in LightSource light,
att = length(wi) * 0.15915494309; // solid angle / 2*pi
wi = normalize(wi);
att *= clamp( dot( pos - light.position.xyz, light.direction.xyz ), 0.0, 1.0 );
-#if UIC_ENABLE_SSM
+#if QT3DS_ENABLE_SSM
if ( light.shadowIdx >= 0 )
att *= sampleCubemap( shadowCubes[light.shadowIdx], light.shadowControls, light.shadowView, light.position.xyz, pos, vec2(1.0, light.shadowControls.z) );
#endif
@@ -77,14 +107,14 @@ void sampleLight(in LightSource light,
float dist = length(wi);
wi = wi / dist; // == normalize(wi);
att = 1.0f / (light.constantAttenuation + (light.linearAttenuation + light.quadraticAttenuation * dist) * dist);
- /*
+ /*
if (light.spotCutoff < 180.0f) // spot light
{
float spot = max(0.0f, dot(wi, -light.direction.xyz));
att *= (spot >= cos(light.spotCutoff * PI / 180.0f)) ? pow(spot, light.spotExponent) : 0.0f;
}
- */
-#if UIC_ENABLE_SSM
+ */
+#if QT3DS_ENABLE_SSM
if ( light.shadowIdx >= 0 )
att *= sampleCubemap( shadowCubes[light.shadowIdx], light.shadowControls, light.shadowView, light.position.xyz, pos, vec2(1.0, light.shadowControls.z) );
#endif