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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_tex_environment.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_tex_environment.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl new file mode 100644 index 00000000000..9bd36f8a757 --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl @@ -0,0 +1,44 @@ +void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec) +{ +#ifdef MESH_SHADER + worldvec = worldPosition; +#else + vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); + + vec3 co = co_homogenous.xyz / co_homogenous.w; +# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) + worldvec = mat3(ViewMatrixInverse) * co; +# else + worldvec = mat3(ModelMatrixInverse) * (mat3(ViewMatrixInverse) * co); +# endif +#endif +} + +void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv) +{ + vec3 nco = normalize(co); + uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5; + uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5; + + /* Fix pole bleeding */ + float half_height = clamp_size / float(textureSize(ima, 0).y); + uv.y = clamp(uv.y, half_height, 1.0 - half_height); + uv.z = 0.0; +} + +void node_tex_environment_mirror_ball(vec3 co, out vec3 uv) +{ + vec3 nco = normalize(co); + nco.y -= 1.0; + + float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0)); + nco /= max(1e-8, div); + + uv = 0.5 * nco.xzz + 0.5; +} + +void node_tex_environment_empty(vec3 co, out vec4 color) +{ + color = vec4(1.0, 0.0, 1.0, 1.0); +} |