1/**************************************************************************** 2** 3** Copyright (C) 2019 The Qt Company Ltd. 4** Contact: https://www.qt.io/licensing/ 5** 6** This file is part of Qt 3D Studio. 7** 8** $QT_BEGIN_LICENSE:GPL$ 9** Commercial License Usage 10** Licensees holding valid commercial Qt licenses may use this file in 11** accordance with the commercial license agreement provided with the 12** Software or, alternatively, in accordance with the terms contained in 13** a written agreement between you and The Qt Company. For licensing terms 14** and conditions see https://www.qt.io/terms-conditions. For further 15** information use the contact form at https://www.qt.io/contact-us. 16** 17** GNU General Public License Usage 18** Alternatively, this file may be used under the terms of the GNU 19** General Public License version 3 or (at your option) any later version 20** approved by the KDE Free Qt Foundation. The licenses are as published by 21** the Free Software Foundation and appearing in the file LICENSE.GPL3 22** included in the packaging of this file. Please review the following 23** information to ensure the GNU General Public License requirements will 24** be met: https://www.gnu.org/licenses/gpl-3.0.html. 25** 26** $QT_END_LICENSE$ 27** 28****************************************************************************/ 29 30float calcRGBAvg(in vec4 rgba) 31{ 32 return (rgba.r + rgba.g + rgba.b) / 3.0; 33} 34 35vec3 defaultMaterialBumpNoLod(in sampler2D sampler, in float factor, 36 in vec2 texCoord, in vec3 tangent, in vec3 binormal, 37 in vec3 normal, in vec2 bumpSize) 38{ 39 // invert factor 40 float invFactor = -factor; 41 42 vec2 unitStep = 1.0 / bumpSize; 43 44 float du = calcRGBAvg(texture2D(sampler, vec2(texCoord.x + unitStep.x, texCoord.y))) 45 - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); 46 float dv = calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y + unitStep.y))) 47 - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); 48 49 vec3 n = normalize(vec3(invFactor * du, invFactor * dv, 1.0)); 50 n = n.x * normalize(tangent) + n.y * normalize(binormal) + n.z * normal; 51 return normalize(normal + n); 52} 53