/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ // this is entirly phiysical incorrect // We just use this to fake distortion when we have no environment available // The displacement is calculated on ior vec3 refraction( in sampler2D sampler, in float materialIOR ) { vec3 displace = fresnel( viewDir, vec3( materialIOR )); float xdir = abs( viewDir.x ); float ydir = abs( viewDir.y ); vec2 texSize = vec2( textureSize( sampler, 0 ) ); vec2 newUV = vec2(gl_FragCoord.xy/texSize); if ( xdir > ydir) { newUV = ( viewDir.x > 0.0) ? newUV + displace.xy : newUV - displace.xy; } else { newUV = ( viewDir.y > 0.0) ? newUV - displace.xy : newUV + displace.xy; } vec3 refractColor = texture( sampler, newUV ).rgb; return refractColor; } // This should really not be used, but it's there for the sake of testing. vec3 refractBlur( in sampler2D sampler, in vec3 viewDir, in float materialIOR, in float blurWidth ) { // This is really terrible, but at least is a little better than vec3 displace = viewDir * materialIOR; vec2 texSize = vec2( textureSize( sampler, 0 ) ); texSize = vec2(1.0) / texSize; vec2 newUV = vec2(gl_FragCoord.xy * texSize); newUV += displace.xy * 0.005; //vec3 refractColor = texture( sampler, newUV ).rgb; vec3 refractColor = vec3(0); int sz = int(ceil(blurWidth)); float wtsum = 0.0; for (int y = -sz; y <= sz; ++y) { for (int x = -sz; x <= sz; ++x) { float wt = float(x*x + y*y) / (blurWidth * 0.5); wt = exp2(-wt); //refractColor += wt * textureOffset( sampler, newUV, ivec2(x, y) ).rgb; vec2 uvOfs = vec2(x, y) * texSize; refractColor += wt * texture( sampler, newUV+uvOfs).rgb; wtsum += wt; } } return refractColor / wtsum; }