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| ** |
| ** Copyright (C) 2014 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
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| |
| #ifndef CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB |
| #define CUSTOM_MATERIAL_FRAG_BODY_GLSLLIB |
| |
| bool twoSided = false; |
| vec3 materialEmissive = vec3( 0.0, 0.0, 0.0 ); |
| |
| float materialIOR = computeIOR(); |
| |
| if ( gl_FrontFacing ) |
| { |
| materialEmissive = computeFrontMaterialEmissive() * computeMaterialEmissiveMask(); |
| } |
| else |
| { |
| materialIOR = 1.0 / materialIOR; |
| twoSided = evalTwoSided(); |
| if ( twoSided ) |
| { |
| normal = -normal; |
| materialEmissive = computeBackMaterialEmissive() * computeMaterialEmissiveMask(); |
| } |
| } |
| |
| vec4 rgba = vec4( materialEmissive, 0.0 ); |
| |
| vec3 lightAmbient, lightDiffuse, lightSpecular, L; |
| for ( int i=0 ; i<lightCount ; i++ ) |
| { |
| sampleLight( lights[i], varWorldPos, L, lightAmbient, lightDiffuse, lightSpecular); |
| //evalTemporariesPerLightSource( normal, L, lightDiffuse, lightSpecular, materialIOR ); |
| if (gl_FrontFacing) |
| computeFrontLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 ); |
| else |
| computeBackLayerColor( normal, L, viewDir, lightDiffuse, lightSpecular, materialIOR, 1.0 ); |
| } |
| for ( int i=0 ; i < areaLightCount; ++i ) |
| { |
| if (gl_FrontFacing) |
| computeFrontAreaColor( i, arealights[i].diffuse, arealights[i].specular ); |
| else |
| computeBackAreaColor( i, arealights[i].diffuse, arealights[i].specular ); |
| } |
| |
| if ( 0.0 < alpha ) |
| { |
| if (gl_FrontFacing) |
| computeFrontLayerEnvironment( normal, viewDir, 1.0 ); |
| else |
| computeBackLayerEnvironment( normal, viewDir, 1.0 ); |
| } |
| |
| rgba += computeLayerWeights( alpha ); |
| |
| #endif |