diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-03 15:59:49 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-03 17:18:50 +0300 |
commit | 054923c8607c804a717cb5bb8ef15c0d4b151df3 (patch) | |
tree | 543cda2dc165bc032aba0c4bb754085414bd2594 /source/blender/gpu/shaders/material | |
parent | 47bdb288412db819672b3b8345b18f36c4f96373 (diff) |
GPUMaterial: Rework/simplify environment texture filtering
This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
Diffstat (limited to 'source/blender/gpu/shaders/material')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl | 7 | ||||
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl | 13 |
2 files changed, 1 insertions, 19 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 index 9bd36f8a757..20a65f23c05 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl @@ -15,16 +15,11 @@ void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec) #endif } -void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv) +void node_tex_environment_equirectangular(vec3 co, 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) diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl index c39bec8ac64..3a9fc49e8b8 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl @@ -54,19 +54,6 @@ void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alp alpha = color.a; } -void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha) -{ - color = safe_color(textureLod(ima, co.xy, 0.0)); - alpha = color.a; -} - -void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha) -{ - ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy); - color = safe_color(texelFetch(ima, pix, 0)); - alpha = color.a; -} - /** \param f: Signed distance to texel center. */ void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3) { |