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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-05 19:54:39 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-06-05 19:54:39 +0400
commite66f3eb499eed2121b63c7189c81453315e7611e (patch)
tree2c3ba25138bfa2a4f05abaadf6faf3583a73c9a0 /source/blender/gpu/shaders
parent32f35056af6909610c563dcca8f9b11b55acbe40 (diff)
Cycles: GLSL materials now can use multiple UV maps with the attribute node.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 145ad187823..c095d803f48 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2121,6 +2121,13 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result)
/* geometry */
+void node_attribute(vec3 attr_uv, out vec4 outcol, out vec3 outvec, out float outf)
+{
+ outcol = vec4(attr_uv, 1.0);
+ outvec = attr_uv;
+ outf = (attr_uv.x + attr_uv.y + attr_uv.z)/3.0;
+}
+
void node_geometry(vec3 I, vec3 N, mat4 toworld,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,