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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/gles2/SSAOCustomMaterial.glsllib100
2 files changed, 0 insertions, 100 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/res/effectlib/gles2/SSAOCustomMaterial.glsllib b/src/Runtime/ogl-runtime/res/effectlib/gles2/SSAOCustomMaterial.glsllib
deleted file mode 100644
index ea8d1642..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/gles2/SSAOCustomMaterial.glsllib
+++ /dev/null
@@ -1,100 +0,0 @@
-/****************************************************************************
-**
-** 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 SSAO_CUSTOM_MATERIAL_GLSLLIB
-#define SSAO_CUSTOM_MATERIAL_GLSLLIB
-
-#ifndef QT3DS_ENABLE_SSAO
-#define QT3DS_ENABLE_SSAO 0
-#endif
-
-#ifndef QT3DS_ENABLE_SSDO
-#define QT3DS_ENABLE_SSDO 0
-#endif
-
-#if QT3DS_ENABLE_SSAO || QT3DS_ENABLE_SSDO
-
-#include "viewProperties.glsllib"
-#if QT3DS_ENABLE_SSDO
-#include "screenSpaceDO.glsllib"
-
-
-uniform vec4 ao_properties;
-uniform vec4 ao_properties2;
-uniform vec4 shadow_properties;
-uniform vec4 aoScreenConst;
-uniform vec4 UvToEyeConst;
-
-
-uniform sampler2D depth_sampler;
-#endif
-uniform sampler2D ao_sampler;
-uniform vec2 ao_sampler_size;
-
-#endif // QT3DS_ENABLE_SSAO || QT3DS_ENABLE_SSDO
-
-#if QT3DS_ENABLE_SSAO
-
-float customMaterialAO()
-{
-#if QT3DS_ENABLE_SSDO
- vec2 smpUV = (gl_FragCoord.xy) * aoScreenConst.zw;
-#else
- vec2 smpUV = gl_FragCoord.xy / ao_sampler_size;
-#endif
- return texture(ao_sampler, smpUV).x;
-}
-
-#else
-
-float customMaterialAO()
-{
- return 1.0;
-}
-
-#endif
-
-#if QT3DS_ENABLE_SSDO
-
-float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
-{
- return shadowOcclusion( depth_sampler, lightDir, varWorldPos, view_matrix, view_projection_matrix, shadow_properties, camera_properties, aoScreenConst, UvToEyeConst );
-}
-
-#else
-
-float customMaterialShadow( vec3 lightDir, vec3 varWorldPos )
-{
- return 1.0;
-}
-
-#endif
-
-#endif // #ifndef SSAO_CUSTOM_MATERIAL_GLSLLIB