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authorGermano <germano.costa@ig.com.br>2018-02-01 03:31:08 +0300
committerGermano <germano.costa@ig.com.br>2018-02-01 03:31:08 +0300
commit42ca1fe89cc93929426ab681a5520e5938158a4d (patch)
treefcd453b726751b3cc02fe9a810cd0d2c193fc559 /source/blender/gpu/shaders
parentea31f0ac3b877eb0df4c47d0c908d11d1bff33e4 (diff)
gpu_shader_material: Correct incorrect glsl texture of Voronoi, Noise, and Musgrave on some Intel GPUs
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl35
1 files changed, 23 insertions, 12 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index b54bd213b74..a77e7eb7937 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2478,8 +2478,7 @@ uint hash(int kx, int ky, int kz)
float bits_to_01(uint bits)
{
- float x = float(bits) * (1.0 / float(0xffffffffu));
- return x;
+ return (float(bits) / 4294967295.0);
}
float cellnoise(vec3 p)
@@ -3314,17 +3313,29 @@ float noise_perlin(float x, float y, float z)
float v = noise_fade(fy);
float w = noise_fade(fz);
- float result;
+ float noise_u[2], noise_v[2];
+
+ noise_u[0] = noise_nerp(u,
+ noise_grad(hash(X, Y, Z), fx, fy, fz),
+ noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz));
+
+ noise_u[1] = noise_nerp(u,
+ noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz),
+ noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
+
+ noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]);
+
+ noise_u[0] = noise_nerp(u,
+ noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0),
+ noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
+
+ noise_u[1] = noise_nerp(u,
+ noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
+ noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
+
+ noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]);
- result = noise_nerp(w, noise_nerp(v, noise_nerp(u, noise_grad(hash(X, Y, Z), fx, fy, fz),
- noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz)),
- noise_nerp(u, noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz),
- noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz))),
- noise_nerp(v, noise_nerp(u, noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0),
- noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0)),
- noise_nerp(u, noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
- noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0))));
- return noise_scale3(result);
+ return noise_scale3(noise_nerp(w, noise_v[0], noise_v[1]));
}
float noise(vec3 p)