diff options
author | OmarSquircleArt <mail@OmarEmara.dev> | 2019-11-27 13:07:20 +0300 |
---|---|---|
committer | OmarSquircleArt <mail@OmarEmara.dev> | 2019-11-27 13:07:20 +0300 |
commit | 1c2f7b022a56b034e3e24d8bd5bf03d3beb5ca94 (patch) | |
tree | c40ab4fb676efce962fe833f858c311af6c0c8e4 /source/blender/gpu | |
parent | fc1a073bcdc9d2a9ecd4b765724b0f4f4cab4d46 (diff) |
Cycles: Add Random Per Island attribute.
The Random Per Island attribute is a random float associated with each
connected component (island) of the mesh. It is particularly useful
when artists want to add variations to meshes composed of separate
units. Like tree leaves created using particle systems, wood planks
created using array modifiers, or abstract splines created using AN.
Reviewed By: Sergey Sharybin, Jacques Lucke
Differential Revision: https://developer.blender.org/D6154
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl index 79614495499..4db27c3049d 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl @@ -11,7 +11,8 @@ void node_geometry(vec3 I, out vec3 incoming, out vec3 parametric, out float backfacing, - out float pointiness) + out float pointiness, + out float random_per_island) { /* handle perspective/orthographic */ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); @@ -42,5 +43,6 @@ void node_geometry(vec3 I, parametric = vec3(barycentric, 0.0); backfacing = (gl_FrontFacing) ? 0.0 : 1.0; pointiness = 0.5; + random_per_island = 0.0; #endif } |