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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_world_normals.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_world_normals.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl25
1 files changed, 25 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
new file mode 100644
index 00000000000..f9691beee6f
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
@@ -0,0 +1,25 @@
+/* TODO : clean this ifdef mess */
+void world_normals_get(out vec3 N)
+{
+#ifndef VOLUMETRICS
+# ifdef HAIR_SHADER
+ vec3 B = normalize(cross(worldNormal, hairTangent));
+ float cos_theta;
+ if (hairThicknessRes == 1) {
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ /* Random cosine normal distribution on the hair surface. */
+ cos_theta = rand.x * 2.0 - 1.0;
+ }
+ else {
+ /* Shade as a cylinder. */
+ cos_theta = hairThickTime / hairThickness;
+ }
+ float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
+ N = normalize(worldNormal * sin_theta + B * cos_theta);
+# else
+ N = gl_FrontFacing ? worldNormal : -worldNormal;
+# endif
+#else
+ generated_from_orco(vec3(0.0), N);
+#endif
+}