/**************************************************************************** ** ** 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 calcRGBAvg(in vec4 rgba) { return (rgba.r + rgba.g + rgba.b) / 3.0; } vec3 defaultMaterialBumpNoLod(in sampler2D sampler, in float factor, in vec2 texCoord, in vec3 tangent, in vec3 binormal, in vec3 normal, in vec2 bumpSize) { // invert factor float invFactor = -factor; vec2 unitStep = 1.0 / bumpSize; float du = calcRGBAvg(texture2D(sampler, vec2(texCoord.x + unitStep.x, texCoord.y))) - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); float dv = calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y + unitStep.y))) - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); vec3 n = normalize(vec3(invFactor * du, invFactor * dv, 1.0)); n = n.x * normalize(tangent) + n.y * normalize(binormal) + n.z * normal; return normalize(normal + n); }