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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_wave.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_wave.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl | 42 |
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; +} |