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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/specularBSDF.glsllib47
2 files changed, 0 insertions, 47 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/specularBSDF.glsllib b/src/Runtime/ogl-runtime/res/effectlib/specularBSDF.glsllib
deleted file mode 100644
index 78e541a5..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/specularBSDF.glsllib
+++ /dev/null
@@ -1,47 +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.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "funcspecularBSDF.glsllib"
-
-#ifndef DEFAULT_MATERIAL_LIGHTING
-
-vec4 specularBSDFEnvironment( in vec3 N, in vec3 viewDir, in vec3 tint, int mode )
-{
- vec3 rgb = vec3( 0.0, 0.0, 0.0 );
- if ( uEnvironmentMappingEnabled )
- {
- vec3 R = reflect( -viewDir, N );
- rgb = evalEnvironmentMap( R, 0.0 );
- rgb = specularBSDF( N, R, viewDir, rgb, 1.0, 256.0, tint, scatter_reflect ).rgb;
- }
- return( vec4( rgb, 1.0 ) );
-}
-
-#endif