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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_normal_map.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_normal_map.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl new file mode 100644 index 00000000000..6930e0c5dad --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl @@ -0,0 +1,22 @@ +void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) +{ + if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { + outnormal = normal; + return; + } + tangent *= (gl_FrontFacing ? 1.0 : -1.0); + vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w; + + outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; + outnormal = normalize(outnormal); +} + +void color_to_normal_new_shading(vec3 color, out vec3 normal) +{ + normal = vec3(2.0) * color - vec3(1.0); +} + +void color_to_blender_normal_new_shading(vec3 color, out vec3 normal) +{ + normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0); +} |