| /**************************************************************************** |
| ** |
| ** Copyright (C) 2014 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
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| ** |
| ** This file is part of Qt 3D Studio. |
| ** |
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| ****************************************************************************/ |
| |
| 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 !QSSG_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); |
| } |