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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/gles2/refraction.glsllib87
2 files changed, 0 insertions, 87 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/refraction.glsllib b/src/Runtime/ogl-runtime/res/effectlib/gles2/refraction.glsllib
deleted file mode 100644
index 837d7f50..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/gles2/refraction.glsllib
+++ /dev/null
@@ -1,87 +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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-// this is entirly phiysical incorrect
-// We just use this to fake distortion when we have no environment available
-// The displacement is calculated on ior
-vec3 refraction( in sampler2D sampler, in float materialIOR )
-{
- vec3 displace = fresnel( viewDir, vec3( materialIOR ));
-
- float xdir = abs( viewDir.x );
- float ydir = abs( viewDir.y );
-
- vec2 texSize = vec2( textureSize( sampler, 0 ) );
- vec2 newUV = vec2(gl_FragCoord.xy/texSize);
- if ( xdir > ydir)
- {
- newUV = ( viewDir.x > 0.0) ? newUV + displace.xy : newUV - displace.xy;
- }
- else
- {
- newUV = ( viewDir.y > 0.0) ? newUV - displace.xy : newUV + displace.xy;
- }
-
- vec3 refractColor = texture( sampler, newUV ).rgb;
-
- return refractColor;
-}
-
-// This should really not be used, but it's there for the sake of testing.
-vec3 refractBlur( in sampler2D sampler, in vec3 viewDir, in float materialIOR, in float blurWidth )
-{
- // This is really terrible, but at least is a little better than
- vec3 displace = viewDir * materialIOR;
-
- vec2 texSize = vec2( textureSize( sampler, 0 ) );
- texSize = vec2(1.0) / texSize;
- vec2 newUV = vec2(gl_FragCoord.xy * texSize);
- newUV += displace.xy * 0.005;
-
- //vec3 refractColor = texture( sampler, newUV ).rgb;
- vec3 refractColor = vec3(0);
- int sz = int(ceil(blurWidth));
- float wtsum = 0.0;
-
- for (int y = -sz; y <= sz; ++y)
- {
- for (int x = -sz; x <= sz; ++x)
- {
- float wt = float(x*x + y*y) / (blurWidth * 0.5);
- wt = exp2(-wt);
- //refractColor += wt * textureOffset( sampler, newUV, ivec2(x, y) ).rgb;
- vec2 uvOfs = vec2(x, y) * texSize;
- refractColor += wt * texture( sampler, newUV+uvOfs).rgb;
- wtsum += wt;
- }
- }
-
- return refractColor / wtsum;
-}