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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/diffuseTransmissionBSDF.glsllib42
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/res/effectlib/diffuseTransmissionBSDF.glsllib b/src/Runtime/ogl-runtime/res/effectlib/diffuseTransmissionBSDF.glsllib
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index f6e5f52b..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/diffuseTransmissionBSDF.glsllib
+++ /dev/null
@@ -1,42 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-vec4 diffuseTransmissionBSDF( in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightDiffuse, in vec4 transmissiveColor, in float translucentFalloff, float lightWrap )
-{
- float cosThetaI = max( 0.0, (dot( N, L ) + lightWrap) / (1.0 + lightWrap) );
- float factor = cosThetaI;
-
- float l = 0.2126 * transmissiveColor.r + 0.7152 * transmissiveColor.g + 0.0722 * transmissiveColor.b;
-
- float translucent_thickness = l * l;
- float translucent_thickness_exp = exp( translucent_thickness * translucentFalloff);
-
- return( translucent_thickness_exp * vec4( factor * lightDiffuse, 1.0 ) );
-}