/**************************************************************************** ** ** Copyright (C) 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ vec4 diffuseTransmissionBSDF( in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightDiffuse, in vec4 transmissiveColor, in float translucentFalloff, float lightWrap ) { float cosThetaI = max( 0.0, (dot( N, L ) + lightWrap) / (1.0 + lightWrap) ); float factor = cosThetaI; float l = 0.2126 * transmissiveColor.r + 0.7152 * transmissiveColor.g + 0.0722 * transmissiveColor.b; float translucent_thickness = l * l; float translucent_thickness_exp = exp( translucent_thickness * translucentFalloff); return( translucent_thickness_exp * vec4( factor * lightDiffuse, 1.0 ) ); }