/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ vec3 evalEnvironmentMap( in vec3 R, float roughness ) { // convert R to spherical texture coordinates vec2 tc = vec2( ( atan( R.x, -R.z ) + PI ) / ( PI_TWO ), acos( -R.y ) / PI ); vec2 envMapSize = vec2( textureSize( uEnvironmentTexture, 0 ) ); float envMapLevels = log2( max( envMapSize.x, envMapSize.y ) ); // simulate textureQueryLod vec2 dx = dFdx( tc * envMapSize.x ); vec2 dy = dFdy( tc * envMapSize.y ); float px = dot( dx, dx ); float py = dot( dy, dy ); float maxlod = 0.5 * log2( max( px, py ) ); // log2(sqrt()) = 0.5*log2() float minlod = 0.5 * log2( min( px, py ) ); //float lod = max(0.0, maxlod - min( maxlod - minlod, envMapLevels )); float lod = max(0.0, min( minlod, envMapLevels )); float roughLevel = mix( lod , envMapLevels, roughness ); return( textureLod( uEnvironmentTexture, tc, roughLevel ).rgb ); }