diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-30 11:17:55 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-30 11:22:18 +0300 |
commit | 163e46bbea165fa7224f450780278e5ee13150f2 (patch) | |
tree | b49cf6f1b6df2c2099975c60901d5a03e4616e62 /source/blender/gpu/shaders | |
parent | 665cb1b29163ffa0a7fea9676c8729637adccab7 (diff) |
GLSL: Brick texture uses bit operations, which seems to be a failure on some Intel cards
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 18 |
1 files changed, 12 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 89de236fd29..c5dc93fe07a 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2363,6 +2363,11 @@ void generated_from_orco(vec3 orco, out vec3 generated) generated = orco * 0.5 + vec3(0.5); } +int floor_to_int(float x) +{ + return int(floor(x)); +} +#ifdef BIT_OPERATIONS float integer_noise(int n) { int nn; @@ -2372,12 +2377,6 @@ float integer_noise(int n) return 0.5 * (float(nn) / 1073741824.0); } -int floor_to_int(float x) -{ - return int(floor(x)); -} - -#ifdef BIT_OPERATIONS uint hash(uint kx, uint ky, uint kz) { #define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k)))) @@ -2773,6 +2772,7 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c fac = check ? 1.0 : 0.0; } +#ifdef BIT_OPERATIONS vec2 calc_brick_texture(vec3 p, float mortar_size, float bias, float brick_width, float row_height, float offset_amount, int offset_frequency, @@ -2799,6 +2799,7 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float bias, x > (brick_width - mortar_size) || y > (row_height - mortar_size)) ? 1.0 : 0.0); } +#endif void node_tex_brick(vec3 co, vec4 color1, vec4 color2, @@ -2809,6 +2810,7 @@ void node_tex_brick(vec3 co, float squash_amount, float squash_frequency, out vec4 color, out float fac) { +#ifdef BIT_OPERATIONS vec2 f2 = calc_brick_texture(co * scale, mortar_size, bias, brick_width, row_height, @@ -2822,6 +2824,10 @@ void node_tex_brick(vec3 co, } color = (f == 1.0) ? mortar : color1; fac = f; +#else + color = vec4(1.0); + fac = 1.0; +#endif } void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac) |