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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-18 16:37:51 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-18 16:37:51 +0400
commitf7a584b841dc4fe5f15254adaa5d12a7473465ce (patch)
tree88e8c89c9f38f927e19caadc19105cd5c9dc3e61 /source/blender/gpu
parentb3c605e13923b372b2ff18b5970818e2aaae470a (diff)
Fix #32903: bring cycles glsl up to date with latest changes.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl14
1 files changed, 10 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 81c3cab97d4..716ffc2b254 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1992,7 +1992,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result)
result = vec4(L*color.rgb, 1.0);
}
-void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result)
{
/* ambient light */
vec3 L = vec3(0.2);
@@ -2013,12 +2013,12 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 resu
result = vec4(L*color.rgb, 1.0);
}
-void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 T, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
@@ -2195,7 +2195,8 @@ void node_light_path(
out float is_glossy_ray,
out float is_singular_ray,
out float is_reflection_ray,
- out float is_transmission_ray)
+ out float is_transmission_ray,
+ out float ray_length)
{
is_camera_ray = 1.0;
is_shadow_ray = 0.0;
@@ -2204,6 +2205,7 @@ void node_light_path(
is_singular_ray = 0.0;
is_reflection_ray = 0.0;
is_transmission_ray = 0.0;
+ ray_length = 1.0;
}
void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant)
@@ -2221,6 +2223,10 @@ void node_object_info(out vec3 location, out float object_index, out float mater
random = 0.0;
}
+void node_bump(float strength, float height, vec3 N, out vec3 result)
+{
+ result = N;
+}
/* output */