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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_normal_map.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_normal_map.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl22
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);
+}