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authorOmarSquircleArt <omar.squircleart@gmail.com>2019-08-08 18:56:19 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-08-08 18:56:19 +0300
commitb091542fe91353c15dd7240ba7ce8ecf72d4011b (patch)
treec145dd5cf7d6496e87883be7a9e1dfab0d813958 /source/blender/gpu/shaders/gpu_shader_material.glsl
parent6c87aa858bf0f756560949b25c1afc9c6a887996 (diff)
Avoid writing to input variables and using reserved function names.
Previously, we edited the input variables directly, OSL doesn't like that. Moreover, we used the name `noise`, which is already a built-in function, so we changed the function names to `noise_texture_*` instead.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 58572e13af8..806bffea806 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3549,7 +3549,7 @@ vec4 random_vec4_offset(float seed)
100.0 + hash_vec2_to_float(vec2(seed, 3.0)) * 100.0);
}
-void node_tex_noise_1d(
+void node_noise_texture_1d(
vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
float p = w * scale;
@@ -3564,7 +3564,7 @@ void node_tex_noise_1d(
1.0);
}
-void node_tex_noise_2d(
+void node_noise_texture_2d(
vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
vec2 p = co.xy * scale;
@@ -3580,7 +3580,7 @@ void node_tex_noise_2d(
1.0);
}
-void node_tex_noise_3d(
+void node_noise_texture_3d(
vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
vec3 p = co * scale;
@@ -3597,7 +3597,7 @@ void node_tex_noise_3d(
1.0);
}
-void node_tex_noise_4d(
+void node_noise_texture_4d(
vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
vec4 p = vec4(co, w) * scale;