/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ vec4 evalLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) { vec3 uTransform = vec3(rotScale.x, rotScale.y, offset.x); vec3 vTransform = vec3(rotScale.z, rotScale.w, offset.y); vec2 transfCoord = vec2( dot( uTransform, inCoords ), dot( vTransform, inCoords ) ); vec4 value = texture( sampler, transfCoord.xy); return value; } vec4 evalIndirectLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) { return evalLightmap( sampler, inCoords, rotScale, offset ); } vec4 evalRadiosityLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) { return evalLightmap( sampler, inCoords, rotScale, offset ); } vec4 evalShadowLightmap( in sampler2D sampler, in vec3 inCoords, in vec4 rotScale, in vec3 offset ) { return evalLightmap( sampler, inCoords, rotScale, offset ); }