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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_world_normals.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_world_normals.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl | 25 |
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 +} |