diff options
author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2013-11-25 15:58:23 +0400 |
---|---|---|
committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2013-11-25 17:19:47 +0400 |
commit | ab9822eff8865846d3c7ef81ff30cc35cb48ae0c (patch) | |
tree | 0955c1502f6f0327f59a3dd430c251378ba64c7c /source/blender/gpu/shaders | |
parent | 33bc6a3959b4f59f6ded304b5db06733653051cd (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.glsl | 33 |
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) { |