/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ float calculateRoughness( in vec3 N, in float roughnessU, in float roughnessV, in vec3 tangentU ) { float roughness = roughnessU; if ( abs(roughnessU - roughnessV) > 0.00001) { // determine major and minor radii a and b, and the vector along the major axis float a = roughnessU; float b = roughnessV; // we need the angle between the major axis and the projection of viewDir on the tangential plane // the major axis is the orthonormalization of tangentU with respect to N // the projection of viewDir is the orthonormalization of viewDir with respect to N // as both vectors would be calculated by orthonormalize, we can as well leave the second cross // product in those calculations away, as they don't change the angular relation. vec3 minorAxis = normalize( cross( tangentU, N ) ); // crossing this with N would give the major axis // which is equivalent to orthonormalizing tangentU with respect to N if ( roughnessU < roughnessV ) { a = roughnessV; b = roughnessU; minorAxis = cross( N, minorAxis ); } vec3 po = normalize( cross( viewDir, N ) ); float cosPhi = dot( po, minorAxis ); // determine the polar coordinate of viewDir, take that radius as the roughness float excentricitySquare = 1.0 - square( b / a ); roughness = b / sqrt( 1.0 - excentricitySquare * square( cosPhi ) ); } return( roughness ); }