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author | Charlie Jolly <mistajolly@gmail.com> | 2020-02-24 21:17:19 +0300 |
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committer | Charlie Jolly <mistajolly@gmail.com> | 2020-02-24 21:17:19 +0300 |
commit | f9b1e8f000ad636456e66e7a377814d79f7d85ac (patch) | |
tree | f2fde9f5b7e3957e2ceb9e8916b0ea2ada284f11 /source/blender/gpu/shaders | |
parent | f7b6b7dda358c7928ca053c27357bc068b8c9d12 (diff) |
Fix T74169: Vector Rotate Node - Euler modes not working as intended
Remove additional Euler modes for the time being, not working as intended, will add back if there is a need.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl | 30 |
1 files changed, 0 insertions, 30 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl index 7d707706a03..405821e01e3 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl @@ -50,33 +50,3 @@ void node_vector_rotate_euler_xyz( { vec = euler_to_mat3(rotation) * (vector_in - center) + center; } - -void node_vector_rotate_euler_xzy( - vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) -{ - vec = euler_to_mat3(-rotation.xzy) * (vector_in - center) + center; -} - -void node_vector_rotate_euler_yxz( - vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) -{ - vec = euler_to_mat3(-rotation.yxz) * (vector_in - center) + center; -} - -void node_vector_rotate_euler_yzx( - vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) -{ - vec = euler_to_mat3(rotation.yzx) * (vector_in - center) + center; -} - -void node_vector_rotate_euler_zxy( - vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) -{ - vec = euler_to_mat3(rotation.zxy) * (vector_in - center) + center; -} - -void node_vector_rotate_euler_zyx( - vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) -{ - vec = euler_to_mat3(-rotation.zyx) * (vector_in - center) + center; -} |