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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_wave.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_wave.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl42
1 files changed, 42 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
new file mode 100644
index 00000000000..2196848a4ef
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
@@ -0,0 +1,42 @@
+float calc_wave(
+ vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
+{
+ float n;
+
+ if (wave_type == 0) { /* type bands */
+ n = (p.x + p.y + p.z) * 10.0;
+ }
+ else { /* type rings */
+ n = length(p) * 20.0;
+ }
+
+ if (distortion != 0.0) {
+ n += distortion * noise_turbulence(p * detail_scale, detail, 0);
+ }
+
+ if (wave_profile == 0) { /* profile sin */
+ return 0.5 + 0.5 * sin(n);
+ }
+ else { /* profile saw */
+ n /= 2.0 * M_PI;
+ n -= int(n);
+ return (n < 0.0) ? n + 1.0 : n;
+ }
+}
+
+void node_tex_wave(vec3 co,
+ float scale,
+ float distortion,
+ float detail,
+ float detail_scale,
+ float wave_type,
+ float wave_profile,
+ out vec4 color,
+ out float fac)
+{
+ float f;
+ f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
+
+ color = vec4(f, f, f, 1.0);
+ fac = f;
+}