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author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:23:04 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:28:57 +0300 |
commit | 8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch) | |
tree | 585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl | |
parent | ac646bc20dafe176c1b84ee5beddf980aba11358 (diff) |
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl new file mode 100644 index 00000000000..50c87e3f105 --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl @@ -0,0 +1,31 @@ +void node_light_path(out float is_camera_ray, + out float is_shadow_ray, + out float is_diffuse_ray, + out float is_glossy_ray, + out float is_singular_ray, + out float is_reflection_ray, + out float is_transmission_ray, + out float ray_length, + out float ray_depth, + out float diffuse_depth, + out float glossy_depth, + out float transparent_depth, + out float transmission_depth) +{ + /* Supported. */ + is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0; + is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0; + is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0; + is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0; + /* Kind of supported. */ + is_singular_ray = is_glossy_ray; + is_reflection_ray = is_glossy_ray; + is_transmission_ray = is_glossy_ray; + ray_depth = rayDepth; + diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0; + glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0; + transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0; + /* Not supported. */ + ray_length = 1.0; + transparent_depth = 0.0; +} |