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authorBartosz Moniewski <monio>2020-02-17 14:31:38 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-02-17 15:24:07 +0300
commit67d12bb5192d04a596e216f63cff2875fdd8cfbf (patch)
treec4d866f343ec9b87f713ebd004a8f343ab6f5307 /source/blender/gpu
parentae9bbb4d0360aea694b46ee698d24dbc1476ebf3 (diff)
Shading: add direction modes and phase offset to wave texture node
* Direction mode X, Y and Z to align with axes rather than diagonal or spherical as previously. X is the new default, existing files will use diagonal or spherical for compatibility. * Phase offset to offset the wave along its direction, for purposes like animation and distortion. https://developer.blender.org/D6382
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl69
1 files changed, 59 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
index 957aa606a79..c72f9717af3 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
@@ -1,26 +1,64 @@
-float calc_wave(
- vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
+float calc_wave(vec3 p,
+ float distortion,
+ float detail,
+ float detail_scale,
+ float phase,
+ int wave_type,
+ int bands_dir,
+ int rings_dir,
+ int wave_profile)
{
+ /* Prevent precision issues on unit coordinates. */
+ p = (p + 0.000001) * 0.999999;
+
float n;
- if (wave_type == 0) { /* type bands */
- n = (p.x + p.y + p.z) * 10.0;
+ if (wave_type == 0) { /* type bands */
+ if (bands_dir == 0) { /* X axis */
+ n = p.x * 20.0;
+ }
+ else if (bands_dir == 1) { /* Y axis */
+ n = p.y * 20.0;
+ }
+ else if (bands_dir == 2) { /* Z axis */
+ n = p.z * 20.0;
+ }
+ else { /* Diagonal axis */
+ n = (p.x + p.y + p.z) * 10.0;
+ }
}
else { /* type rings */
- n = length(p) * 20.0;
+ vec3 rp = p;
+ if (rings_dir == 0) { /* X axis */
+ rp *= vec3(0.0, 1.0, 1.0);
+ }
+ else if (rings_dir == 1) { /* Y axis */
+ rp *= vec3(1.0, 0.0, 1.0);
+ }
+ else if (rings_dir == 2) { /* Z axis */
+ rp *= vec3(1.0, 1.0, 0.0);
+ }
+ /* else: Spherical */
+
+ n = length(rp) * 20.0;
}
+ n += phase;
+
if (distortion != 0.0) {
n += distortion * (fractal_noise(p * detail_scale, detail) * 2.0 - 1.0);
}
if (wave_profile == 0) { /* profile sin */
- return 0.5 + 0.5 * sin(n);
+ return 0.5 + 0.5 * sin(n - M_PI_2);
+ }
+ else if (wave_profile == 1) { /* profile saw */
+ n /= 2.0 * M_PI;
+ return n - floor(n);
}
- else { /* profile saw */
+ else { /* profile tri */
n /= 2.0 * M_PI;
- n -= int(n);
- return (n < 0.0) ? n + 1.0 : n;
+ return abs(n - floor(n + 0.5)) * 2.0;
}
}
@@ -29,13 +67,24 @@ void node_tex_wave(vec3 co,
float distortion,
float detail,
float detail_scale,
+ float phase,
float wave_type,
+ float bands_dir,
+ float rings_dir,
float wave_profile,
out vec4 color,
out float fac)
{
float f;
- f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
+ f = calc_wave(co * scale,
+ distortion,
+ detail,
+ detail_scale,
+ phase,
+ int(wave_type),
+ int(bands_dir),
+ int(rings_dir),
+ int(wave_profile));
color = vec4(f, f, f, 1.0);
fac = f;