/**************************************************************************** ** ** 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 simpleGlossyBSDF( in mat3 tanFrame, in vec3 L, vec3 V, in vec3 lightSpecular, in float ior , in float roughnessU, in float roughnessV, int mode ) { vec4 rgba = vec4( 0.0, 0.0, 0.0, 1.0 ); float cosTheta = dot( tanFrame[2], L ); if ( 0.0 < cosTheta ) { float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ); if ( ( mode == scatter_reflect ) || ( mode == scatter_reflect_transmit ) ) { vec3 R = reflect( -L, tanFrame[2] ); float cosine = dot( R, V ); float shine = ( 0.0 < cosine ) ? ( ( 0.0 < roughness ) ? pow( cosine, 1.0 / roughness ) : ( 0.9999 <= cosine ) ? 1.0 : 0.0 ) : 0.0; rgba.rgb = shine * lightSpecular; } } if ( ( mode == scatter_transmit ) || ( mode == scatter_reflect_transmit ) ) { // check against total reflection vec3 R = refract( -V, tanFrame[2], ior ); if ( R == vec3( 0.0, 0.0, 0.0 ) ) { rgba.a = 1.0; } else { rgba.a = 0.0; } } return( rgba ); } vec4 simpleGlossyBSDFEnvironment( in mat3 tanFrame, in vec3 viewDir, in float roughnessU, in float roughnessV, int mode ) { vec3 rgb = vec3( 0.0, 0.0, 0.0 ); #if !QT3DS_ENABLE_LIGHT_PROBE if ( uEnvironmentMappingEnabled ) { float roughness = calculateRoughness( tanFrame[2], roughnessU, roughnessV, tanFrame[0] ); vec3 R = reflect( -viewDir, tanFrame[2] ); rgb = evalEnvironmentMap( R, roughness ); rgb = simpleGlossyBSDF( tanFrame, R, viewDir, rgb, 1.0, roughnessU, roughnessV, scatter_reflect ).rgb; } #endif return( vec4( rgb, 1.0 ) ); } // RNM radiosity normal maps vec4 glossyRNM( in vec3 N, in vec3 rnmX, in vec3 rnmY, in vec3 rnmZ ) { // we use a fixed basis like Half Life vec3 B0 = vec3( -0.40825, 0.70711, 0.57735); vec3 B1 = vec3( -0.40825, -0.70711, 0.57735); vec3 B2 = vec3( 0.8165, 0.0, 0.57735); vec3 dp; dp.x = clamp( dot ( N , B0 ), 0.0, 1.0); dp.y = clamp( dot ( N , B1 ), 0.0, 1.0); dp.z = clamp( dot ( N , B2 ), 0.0, 1.0); float sum = 1.0 / dot( dp, vec3(1.0, 1.0, 1.0) ); vec3 diffuseLight = dp.x * rnmX + dp.y * rnmY + dp.z * rnmZ; //vec3 diffuseLight = N.x * rnmX + N.y * rnmY + N.z * rnmZ; return (vec4(diffuseLight, 1.0) * sum); }