1/**************************************************************************** 2** 3** Copyright (C) 2014-2015 NVIDIA Corporation. 4** Copyright (C) 2019 The Qt Company Ltd. 5** Contact: https://www.qt.io/licensing/ 6** 7** This file is part of Qt 3D Studio. 8** 9** $QT_BEGIN_LICENSE:GPL$ 10** Commercial License Usage 11** Licensees holding valid commercial Qt licenses may use this file in 12** accordance with the commercial license agreement provided with the 13** Software or, alternatively, in accordance with the terms contained in 14** a written agreement between you and The Qt Company. For licensing terms 15** and conditions see https://www.qt.io/terms-conditions. For further 16** information use the contact form at https://www.qt.io/contact-us. 17** 18** GNU General Public License Usage 19** Alternatively, this file may be used under the terms of the GNU 20** General Public License version 3 or (at your option) any later version 21** approved by the KDE Free Qt Foundation. The licenses are as published by 22** the Free Software Foundation and appearing in the file LICENSE.GPL3 23** included in the packaging of this file. Please review the following 24** information to ensure the GNU General Public License requirements will 25** be met: https://www.gnu.org/licenses/gpl-3.0.html. 26** 27** $QT_END_LICENSE$ 28** 29****************************************************************************/ 30 31 32// TODO: real implementation 33anisotropy_return anisotropyConversion( in float roughness, in float anisotropy, in float anisotropyRotation, in vec3 tangentU, bool miaAnisotropySemantic ) 34{ 35 anisotropy_return aniso; 36 float angle = 2.0 * PI * anisotropyRotation; 37 float cos_angle = cos(angle); 38 float sin_angle = sin(angle); 39 aniso.tangent_u = normalize( cos_angle * tangentU + sin_angle * binormal ); 40 // roughness 41 float anisoFac = 1.0 - clamp(anisotropy, 0.0, 0.999); 42 aniso.roughness_v = clamp( roughness / anisoFac, 0.0001, 1.0); 43 aniso.roughness_u = clamp( aniso.roughness_v * anisoFac, 0.0001, 1.0); 44 return( aniso ); 45} 46 47