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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-05 19:54:39 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-06-05 19:54:39 +0400 |
commit | e66f3eb499eed2121b63c7189c81453315e7611e (patch) | |
tree | 2c3ba25138bfa2a4f05abaadf6faf3583a73c9a0 /source/blender/gpu/shaders | |
parent | 32f35056af6909610c563dcca8f9b11b55acbe40 (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.glsl | 7 |
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, |