/**************************************************************************** ** ** Copyright (C) 2014-2015 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // TODO: real implementation anisotropy_return anisotropyConversion( in float roughness, in float anisotropy, in float anisotropyRotation, in vec3 tangentU, bool miaAnisotropySemantic ) { anisotropy_return aniso; float angle = 2.0 * PI * anisotropyRotation; float cos_angle = cos(angle); float sin_angle = sin(angle); aniso.tangent_u = normalize( cos_angle * tangentU + sin_angle * binormal ); // roughness float anisoFac = 1.0 - clamp(anisotropy, 0.0, 0.999); aniso.roughness_v = clamp( roughness / anisoFac, 0.0001, 1.0); aniso.roughness_u = clamp( aniso.roughness_v * anisoFac, 0.0001, 1.0); return( aniso ); }