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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 00:21:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-09 00:28:06 +0300
commit7ec7888ff384adccfaca2777c021b40dd726fa8d (patch)
treeee99e9ce2bd72ebb33ce966d6c4e762c25c473f5 /source/blender/gpu
parentc9537ee5c3f58105f553a32f337f7c5d1be8b1a4 (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.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl14
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));