/**************************************************************************** ** ** 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 FILE_DISPLACEMENT_TEXTURE_GLSLLIB #define FILE_DISPLACEMENT_TEXTURE_GLSLLIB #ifdef QT3DS_DEFINE_API #include "luminance.glsllib" #include "monoChannel.glsllib" #include "textureCoordinateInfo.glsllib" #define wrap_clamp 0 #define wrap_repeat 1 #define wrap_mirrored_repeat 2 #define mono_alpha 0 #define mono_average 1 #define mono_luminance 2 #define mono_maximum 3 #include "rotationTranslationScale.glsllib" #include "transformCoordinate.glsllib" #endif vec3 fileDisplacementTexture( in sampler2D sampler, in float factor, in int displaceSource , in texture_coordinate_info uvw, in vec3 normal, in vec3 pos ) { // compute displace factor float df = monoChannel( texture( sampler, uvw.position.xy ), displaceSource ); return( normal * df * factor + pos ); } //default material path version vec3 defaultMaterialFileDisplacementTexture( in sampler2D sampler, in float factor, vec2 texCoord, in vec3 normal, vec3 pos ) { return fileDisplacementTexture( sampler, factor, mono_luminance , textureCoordinateInfo( vec3( texCoord.x, texCoord.y, 0.0 ), vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0) ) , normal, pos ); } #endif