diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-18 16:37:51 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-18 16:37:51 +0400 |
commit | f7a584b841dc4fe5f15254adaa5d12a7473465ce (patch) | |
tree | 88e8c89c9f38f927e19caadc19105cd5c9dc3e61 /source/blender/gpu/shaders | |
parent | b3c605e13923b372b2ff18b5970818e2aaae470a (diff) |
Fix #32903: bring cycles glsl up to date with latest changes.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 14 |
1 files changed, 10 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 81c3cab97d4..716ffc2b254 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1992,7 +1992,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result) result = vec4(L*color.rgb, 1.0); } -void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 result) +void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result) { /* ambient light */ vec3 L = vec3(0.2); @@ -2013,12 +2013,12 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 resu result = vec4(L*color.rgb, 1.0); } -void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 I, out vec4 result) +void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 T, out vec4 result) { node_bsdf_diffuse(color, 0.0, N, result); } -void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, vec3 I, out vec4 result) +void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out vec4 result) { node_bsdf_diffuse(color, 0.0, N, result); } @@ -2195,7 +2195,8 @@ void node_light_path( out float is_glossy_ray, out float is_singular_ray, out float is_reflection_ray, - out float is_transmission_ray) + out float is_transmission_ray, + out float ray_length) { is_camera_ray = 1.0; is_shadow_ray = 0.0; @@ -2204,6 +2205,7 @@ void node_light_path( is_singular_ray = 0.0; is_reflection_ray = 0.0; is_transmission_ray = 0.0; + ray_length = 1.0; } void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant) @@ -2221,6 +2223,10 @@ void node_object_info(out vec3 location, out float object_index, out float mater random = 0.0; } +void node_bump(float strength, float height, vec3 N, out vec3 result) +{ + result = N; +} /* output */ |