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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/gles2/defaultMaterialBumpNoLod.glsllib52
2 files changed, 0 insertions, 52 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/res/effectlib/gles2/defaultMaterialBumpNoLod.glsllib b/src/Runtime/ogl-runtime/res/effectlib/gles2/defaultMaterialBumpNoLod.glsllib
deleted file mode 100644
index 2f3bd150..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/gles2/defaultMaterialBumpNoLod.glsllib
+++ /dev/null
@@ -1,52 +0,0 @@
-/****************************************************************************
-**
-** 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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-float calcRGBAvg(in vec4 rgba)
-{
- return (rgba.r + rgba.g + rgba.b) / 3.0;
-}
-
-vec3 defaultMaterialBumpNoLod(in sampler2D sampler, in float factor,
- in vec2 texCoord, in vec3 tangent, in vec3 binormal,
- in vec3 normal, in vec2 bumpSize )
-{
- // invert factor
- float invFactor = -factor;
-
- vec2 unitStep = 1.0 / bumpSize;
-
- float du = calcRGBAvg(texture2D( sampler, vec2( texCoord.x + unitStep.x, texCoord.y )))
- - calcRGBAvg(texture2D( sampler, vec2( texCoord.x, texCoord.y )));
- float dv = calcRGBAvg(texture2D( sampler, vec2( texCoord.x, texCoord.y + unitStep.y )))
- - calcRGBAvg(texture2D( sampler, vec2( texCoord.x, texCoord.y )));
-
- vec3 n = normalize(vec3(invFactor * du, invFactor * dv, 1.0));
- n = n.x * normalize(tangent) + n.y * normalize(binormal) + n.z * normal;
- return normalize(normal + n);
-}