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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-18 16:37:51 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-18 16:37:51 +0400
commitf7a584b841dc4fe5f15254adaa5d12a7473465ce (patch)
tree88e8c89c9f38f927e19caadc19105cd5c9dc3e61 /source/blender
parentb3c605e13923b372b2ff18b5970818e2aaae470a (diff)
Fix #32903: bring cycles glsl up to date with latest changes.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl14
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.c5
8 files changed, 39 insertions, 11 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 81c3cab97d4..716ffc2b254 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1992,7 +1992,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result)
result = vec4(L*color.rgb, 1.0);
}
-void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out vec4 result)
{
/* ambient light */
vec3 L = vec3(0.2);
@@ -2013,12 +2013,12 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 resu
result = vec4(L*color.rgb, 1.0);
}
-void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3 N, vec3 T, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
-void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
@@ -2195,7 +2195,8 @@ void node_light_path(
out float is_glossy_ray,
out float is_singular_ray,
out float is_reflection_ray,
- out float is_transmission_ray)
+ out float is_transmission_ray,
+ out float ray_length)
{
is_camera_ray = 1.0;
is_shadow_ray = 0.0;
@@ -2204,6 +2205,7 @@ void node_light_path(
is_singular_ray = 0.0;
is_reflection_ray = 0.0;
is_transmission_ray = 0.0;
+ ray_length = 1.0;
}
void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant)
@@ -2221,6 +2223,10 @@ void node_object_info(out vec3 location, out float object_index, out float mater
random = 0.0;
}
+void node_bump(float strength, float height, vec3 N, out vec3 result)
+{
+ result = N;
+}
/* output */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
index 82db5553a87..4a7643f5771 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
@@ -45,7 +45,10 @@ static bNodeSocketTemplate sh_node_bsdf_anisotropic_out[]= {
static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_anisotropic", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
+ if(!in[3].link)
+ in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_bsdf_anisotropic", in, out);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
index f9507d9a755..63ce637fd72 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
@@ -43,7 +43,10 @@ static bNodeSocketTemplate sh_node_bsdf_diffuse_out[]= {
static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_diffuse", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ if(!in[2].link)
+ in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_bsdf_diffuse", in, out);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
index 858301a052d..7b8b80ae8e2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
@@ -44,7 +44,10 @@ static bNodeSocketTemplate sh_node_bsdf_glass_out[]= {
static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_glass", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
+ if(!in[3].link)
+ in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_bsdf_glass", in, out);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
index 30697d75eae..9f42e23ebb6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
@@ -43,8 +43,10 @@ static bNodeSocketTemplate sh_node_bsdf_glossy_out[]= {
static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
- /* todo: is incoming vector normalized? */
- return GPU_stack_link(mat, "node_bsdf_glossy", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
+ if(!in[2].link)
+ in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_bsdf_glossy", in, out);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
index 1023fd2f3fc..b3290411aee 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
@@ -42,7 +42,10 @@ static bNodeSocketTemplate sh_node_bsdf_translucent_out[]= {
static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_translucent", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ if(!in[1].link)
+ in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_bsdf_translucent", in, out);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
index c1483d41c94..97bc37a84c9 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
@@ -43,7 +43,10 @@ static bNodeSocketTemplate sh_node_bsdf_velvet_out[]= {
static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
- return GPU_stack_link(mat, "node_bsdf_velvet", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+ if(!in[2].link)
+ in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_bsdf_velvet", in, out);
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c
index fc612ccc65b..9fd5f495c3b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.c
@@ -46,6 +46,10 @@ static bNodeSocketTemplate sh_node_bump_out[]= {
{ -1, 0, "" }
};
+static int gpu_shader_bump(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_NORMAL));
+}
/* node type definition */
void register_node_type_sh_bump(bNodeTreeType *ttype)
@@ -58,6 +62,7 @@ void register_node_type_sh_bump(bNodeTreeType *ttype)
node_type_size(&ntype, 150, 60, 200);
node_type_storage(&ntype, "BumpNode", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, NULL);
+ node_type_gpu(&ntype, gpu_shader_bump);
nodeRegisterType(ttype, &ntype);
}