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authorCharlie Jolly <mistajolly@gmail.com>2020-02-25 17:52:01 +0300
committerCharlie Jolly <mistajolly@gmail.com>2020-03-02 15:49:19 +0300
commit847c091ae838a0e5268fc327dac931c810d88d9b (patch)
tree0284badd5653d67447fc692bd61230bfc9def8b6 /source/blender/gpu
parent493c99078a8fbd8807f137401c11d401b85ba0e7 (diff)
Shading: Add invert option to Vector Rotate Node
Checkbox to invert rotation angle, suggested by @simonthommes Differential Revision: https://developer.blender.org/D6932
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl21
1 files changed, 11 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
index 405821e01e3..41ad16cce0b 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
@@ -20,33 +20,34 @@ vec3 rotate_around_axis(vec3 p, vec3 axis, float angle)
}
void node_vector_rotate_axis_angle(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, float invert, out vec3 vec)
{
vec = (length(axis) != 0.0) ?
- rotate_around_axis(vector_in - center, normalize(axis), angle) + center :
+ rotate_around_axis(vector_in - center, normalize(axis), angle * invert) + center :
vector_in;
}
void node_vector_rotate_axis_x(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, float invert, out vec3 vec)
{
- vec = rotate_around_axis(vector_in - center, vec3(1.0, 0.0, 0.0), angle) + center;
+ vec = rotate_around_axis(vector_in - center, vec3(1.0, 0.0, 0.0), angle * invert) + center;
}
void node_vector_rotate_axis_y(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, float invert, out vec3 vec)
{
- vec = rotate_around_axis(vector_in - center, vec3(0.0, 1.0, 0.0), angle) + center;
+ vec = rotate_around_axis(vector_in - center, vec3(0.0, 1.0, 0.0), angle * invert) + center;
}
void node_vector_rotate_axis_z(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, float invert, out vec3 vec)
{
- vec = rotate_around_axis(vector_in - center, vec3(0.0, 0.0, 1.0), angle) + center;
+ vec = rotate_around_axis(vector_in - center, vec3(0.0, 0.0, 1.0), angle * invert) + center;
}
void node_vector_rotate_euler_xyz(
- vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, float invert, out vec3 vec)
{
- vec = euler_to_mat3(rotation) * (vector_in - center) + center;
+ mat3 rmat = (invert < 0.0) ? transpose(euler_to_mat3(rotation)) : euler_to_mat3(rotation);
+ vec = rmat * (vector_in - center) + center;
}