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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-25 15:58:23 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2013-11-25 17:19:47 +0400
commitab9822eff8865846d3c7ef81ff30cc35cb48ae0c (patch)
tree0955c1502f6f0327f59a3dd430c251378ba64c7c /source/blender/gpu/shaders
parent33bc6a3959b4f59f6ded304b5db06733653051cd (diff)
Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl33
1 files changed, 33 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1dd33080d94..3a4aa75aa01 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -166,6 +166,15 @@ void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
outview = normalize(co);
}
+void lamp(vec4 col, vec3 lv, float dist, vec3 shadow, float visifac, out vec4 outcol, out vec3 outlv, out float outdist, out vec4 outshadow, out float outvisifac)
+{
+ outcol = col;
+ outlv = lv;
+ outdist = dist;
+ outshadow = vec4(shadow, 1.0);
+ outvisifac = visifac;
+}
+
void math_add(float val1, float val2, out float outval)
{
outval = val1 + val2;
@@ -1973,6 +1982,30 @@ void test_shadowbuf_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float
}
}
+void shadows_only(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, vec3 shadowcolor, float inp, out vec3 result)
+{
+ result = vec3(1.0);
+
+ if(inp > 0.0) {
+ float shadfac;
+
+ test_shadowbuf(rco, shadowmap, shadowpersmat, shadowbias, inp, shadfac);
+ result -= (1.0 - shadfac) * (vec3(1.0) - shadowcolor);
+ }
+}
+
+void shadows_only_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float shadowbias, float bleedbias, vec3 shadowcolor, float inp, out vec3 result)
+{
+ result = vec3(1.0);
+
+ if(inp > 0.0) {
+ float shadfac;
+
+ test_shadowbuf_vsm(rco, shadowmap, shadowpersmat, shadowbias, bleedbias, inp, shadfac);
+ result -= (1.0 - shadfac) * (vec3(1.0) - shadowcolor);
+ }
+}
+
void shade_light_texture(vec3 rco, sampler2D cookie, mat4 shadowpersmat, out vec4 result)
{