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**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** 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);
}