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authorOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:23:04 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-08-30 18:28:57 +0300
commit8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch)
tree585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl
parentac646bc20dafe176c1b84ee5beddf980aba11358 (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.glsl31
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;
+}