/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB #define CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB bool twoSided = false; vec3 materialEmissive = vec3( 0.0, 0.0, 0.0 ); float materialIOR = computeIOR(); if ( gl_FrontFacing ) { materialEmissive = computeFrontMaterialEmissive() * computeMaterialEmissiveMask(); } else { materialIOR = 1.0 / materialIOR; twoSided = evalTwoSided(); if ( twoSided ) { normal = -normal; materialEmissive = computeBackMaterialEmissive() * computeMaterialEmissiveMask(); } } vec4 rgba = vec4( materialEmissive, 0.0 ); vec3 lightAmbient, lightDiffuse, lightSpecular, L; for ( int i=0 ; i