diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 00:21:09 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 00:28:06 +0300 |
commit | 7ec7888ff384adccfaca2777c021b40dd726fa8d (patch) | |
tree | ee99e9ce2bd72ebb33ce966d6c4e762c25c473f5 /source/blender/gpu | |
parent | c9537ee5c3f58105f553a32f337f7c5d1be8b1a4 (diff) |
Eevee: Fix Tangent vectors using NormalMatrix and make them world space
Making them world space by default remove a lot of legacy conversion from
viewspace.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 14 |
2 files changed, 6 insertions, 10 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 310c57fdbee..2c42cc654e2 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -1118,7 +1118,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u if (input->source == GPU_SOURCE_ATTR && input->attr_first) { if (input->attr_type == CD_TANGENT) { /* silly exception */ BLI_dynstr_appendf(ds, - "\tvar%d%s.xyz = NormalMatrix * att%d.xyz;\n", + "\tvar%d%s.xyz = transpose(mat3(ModelMatrixInverse)) * att%d.xyz;\n", input->attr_id, use_geom ? "g" : "", input->attr_id); diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index f03e30b55f7..59eb463635e 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2013,18 +2013,13 @@ void tangent_orco_z(vec3 orco_in, out vec3 orco_out) orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0); } -void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent) +void node_tangentmap(vec4 attr_tangent, out vec3 tangent) { - tangent = normalize((toworld * vec4(attr_tangent.xyz, 0.0)).xyz); + tangent = normalize(attr_tangent.xyz); } -void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T) +void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T) { -#ifndef VOLUMETRICS - N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); -#else - N = (toworld * vec4(N, 0.0)).xyz; -#endif T = (objmat * vec4(orco, 0.0)).xyz; T = cross(N, normalize(cross(T, N))); } @@ -2068,7 +2063,7 @@ void node_geometry(vec3 I, true_normal = normal; # endif tangent_orco_z(orco, orco); - node_tangent(N, orco, objmat, toworld, tangent); + node_tangent(N, orco, objmat, tangent); parametric = vec3(barycentric, 0.0); backfacing = (gl_FrontFacing) ? 0.0 : 1.0; @@ -3334,6 +3329,7 @@ void node_vector_displacement_tangent(vec4 vector, mat4 viewmat, out vec3 result) { + /* TODO(fclem) this is broken. revisit latter. */ vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz); vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz); vec3 B_object = tangent.w * normalize(cross(N_object, T_object)); |