diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-08 15:16:06 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-08 21:20:40 +0300 |
commit | 9d12a5aa9e20c33c49bd86e956d0b3d5fbf6fd46 (patch) | |
tree | fd18dfc5c3f9955ddb7eb39819c5e2721f527694 /source/blender/gpu/shaders | |
parent | 1250ace641814098ed8e6715f6e69c5cbd46f8dd (diff) |
Eevee: Fix geometry node for environments and support true_normal
Also minor cleanup for the Bump node.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 43 |
1 files changed, 29 insertions, 14 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 0817a0311d4..24115dbd9c4 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1759,23 +1759,37 @@ void node_geometry( out vec3 true_normal, out vec3 incoming, out vec3 parametric, out float backfacing, out float pointiness) { + /* handle perspective/orthographic */ + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + incoming = -(toworld * vec4(I_view, 0.0)).xyz; + +#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) + position = -incoming; + true_normal = normal = incoming; + tangent = parametric = vec3(0.0); + vec3(0.0); + backfacing = 0.0; + pointiness = 0.0; +#else + position = worldPosition; -#ifndef VOLUMETRICS +# ifndef VOLUMETRICS normal = normalize(worldNormal); -#else + + vec3 B = dFdx(worldPosition); + vec3 T = dFdy(worldPosition); + true_normal = normalize(cross(B, T)); +# else normal = (toworld * vec4(N, 0.0)).xyz; -#endif + true_normal = normal; +# endif tangent_orco_z(orco, orco); node_tangent(N, orco, objmat, toworld, tangent); - true_normal = normal; - - /* handle perspective/orthographic */ - vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); - incoming = -(toworld * vec4(I_view, 0.0)).xyz; parametric = vec3(barycentric, 0.0); backfacing = (gl_FrontFacing) ? 0.0 : 1.0; pointiness = 0.5; +#endif } void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated) @@ -2930,9 +2944,9 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result) { - if (invert != 0.0) { - dist *= -1.0; - } + N = mat3(ViewMatrix) * normalize(N); + dist *= invert; + vec3 dPdx = dFdx(surf_pos); vec3 dPdy = dFdy(surf_pos); @@ -2942,7 +2956,6 @@ void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, /* Compute surface gradient and determinant. */ float det = dot(dPdx, Rx); - float absdet = abs(det); float dHdx = dFdx(height); float dHdy = dFdy(height); @@ -2950,8 +2963,10 @@ void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, strength = max(strength, 0.0); - result = normalize(absdet * N - dist * sign(det) * surfgrad); - result = normalize(strength * result + (1.0 - strength) * N); + result = normalize(abs(det) * N - dist * sign(det) * surfgrad); + result = normalize(mix(N, result, strength)); + + result = mat3(ViewMatrixInverse) * result; } void node_bevel(float radius, vec3 N, out vec3 result) |