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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_tex_environment.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_tex_environment.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl44
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);
+}