/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ texture_return flakeNoiseTexture( in texture_coordinate_info uvw, in float intensity, in float scale, in float density ) { 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 vec4 noise = miNoise( floor( tex ) ); float s = pow( noise.w, 1.0 / density ) * intensity; texture_return tr; tr.tint = vec3( noise.x, noise.y, noise.z ); tr.mono = clamp(s, 0.0, 1.0); return( tr ); } texture_return flakeNoiseAndBumpTexture( in texture_coordinate_info uvw, in float scale, in float intensity, in float density, 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 vec4 noise = miNoise( round( tex ) ); float s = pow( noise.w, 1.0 / density ) * intensity; texture_return tr; tr.tint = normalize( normal/strength + ( uvw.tangent_u * grad.x + uvw.tangent_v * grad.y + normal * abs( grad.z ) ) ); tr.mono = s; return( tr ); }