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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-07-19 16:59:41 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-07-19 16:59:41 +0400
commit1161b00c76d71f277f7d6bb774d4dc663a4d5a53 (patch)
treef9add71c5b7858db35aada17470f0a6f1db45111
parent1f3c8466a827f4851bd7babec18b58fc148d85cc (diff)
Fix T40658: UV map node not working for GLSL materials.
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_uvmap.c9
2 files changed, 14 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index d5d0c7ef454..fb364018282 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2257,6 +2257,11 @@ void node_attribute(vec3 attr_uv, out vec4 outcol, out vec3 outvec, out float ou
outf = (attr_uv.x + attr_uv.y + attr_uv.z)/3.0;
}
+void node_uvmap(vec3 attr_uv, out vec3 outvec)
+{
+ outvec = attr_uv;
+}
+
void node_geometry(vec3 I, vec3 N, mat4 toworld,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,
diff --git a/source/blender/nodes/shader/nodes/node_shader_uvmap.c b/source/blender/nodes/shader/nodes/node_shader_uvmap.c
index fff1bc1df95..0f96cb45fe0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_uvmap.c
+++ b/source/blender/nodes/shader/nodes/node_shader_uvmap.c
@@ -42,6 +42,14 @@ static void node_shader_init_uvmap(bNodeTree *UNUSED(ntree), bNode *node)
node->storage = attr;
}
+static int node_shader_gpu_uvmap(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ NodeShaderUVMap *attr = node->storage;
+ GPUNodeLink *mtface = GPU_attribute(CD_MTFACE, attr->uv_map);
+
+ return GPU_stack_link(mat, "node_uvmap", in, out, mtface);
+}
+
/* node type definition */
void register_node_type_sh_uvmap(void)
{
@@ -53,6 +61,7 @@ void register_node_type_sh_uvmap(void)
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, node_shader_init_uvmap);
node_type_storage(&ntype, "NodeShaderUVMap", node_free_standard_storage, node_copy_standard_storage);
+ node_type_gpu(&ntype, node_shader_gpu_uvmap);
nodeRegisterType(&ntype);
}