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/****************************************************************************
**
** Copyright (C) 2015 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 diffuseTransmissionBSDF( in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightDiffuse, in vec4 transmissiveColor, in float translucentFalloff, float lightWrap )
{
  float cosThetaI = max( 0.0, (dot( N, L ) + lightWrap) / (1.0 + lightWrap) );
  float factor = cosThetaI;

  float l = 0.2126 * transmissiveColor.r + 0.7152 * transmissiveColor.g + 0.0722 * transmissiveColor.b;

  float translucent_thickness =  l * l;
  float translucent_thickness_exp = exp( translucent_thickness * translucentFalloff);

  return( translucent_thickness_exp * vec4( factor * lightDiffuse, 1.0 ) );
}