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/****************************************************************************
**
** 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 perlinNoiseBumpTexture( in texture_coordinate_info uvw, in float factor, in float size, in bool applyMarble
                           , in bool applyDent, in float noisePhase, in int noiseLevels, in bool absoluteNoise, in vec3 noiseDistortion
                           , in float noiseThresholdHigh, in float noiseThresholdLow, in float noiseBands, in vec3 normal )
{
  float delta = 0.1 / noiseBands;
  vec3 pos = uvw.position / size;

  float r0 = perlinNoise( pos, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
                        , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
  float r1 = perlinNoise( pos + delta * uvw.tangent_u, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
                        , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
  float r2 = perlinNoise( pos + delta * uvw.tangent_v, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
                        , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
  float r3 = perlinNoise( pos + delta * normal, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
                        , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );

  return( normalize( normal - factor * ( ( r1 - r0 ) * uvw.tangent_u + ( r2 - r0 ) * uvw.tangent_v + ( r3 - r0 ) * normal ) ) );
}