/**************************************************************************** ** ** 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 flakeNoiseBumpTexture( in texture_coordinate_info uvw, in float scale, in float strength, in vec3 normal ) { vec3 tex = uvw.position / scale; vec3 grad = miNoise( tex ).xyz; // displace coordinate according to noise value tex += 2.0 * grad; // then use only integer coordinates, to make flakes transients harder and not wobbly grad = miNoise( round( tex ) ).xyz; vec3 n = normalize(vec3(strength * grad.x, strength * grad.y, 1.0)); n = n.x*uvw.tangent_u + n.y*uvw.tangent_v + n.z*normal; return normalize(normal + n); }