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authorClément Foucault <foucault.clem@gmail.com>2018-11-06 22:50:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-07 02:19:14 +0300
commitc3a0af736a4f6db5b3310cca947bfb103fd2cde2 (patch)
treeb4fd009b59fcaa91ac31b6287a2dd7e615b74bc3 /source
parent57b4e122fc9a1e8d0cb9160ab8652c654af76194 (diff)
Eevee: Make Normal node interactive
Before it was triggering shader recompilation. Include small cleanup/opti.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal.c2
2 files changed, 4 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 06e797db8c4..4039b20a082 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -468,16 +468,10 @@ void invert_z(vec3 v, out vec3 outv)
outv = v;
}
-void normal(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
+void normal_new_shading(vec3 nor, vec3 dir, out vec3 outnor, out float outdot)
{
- outnor = nor;
- outdot = -dot(dir, nor);
-}
-
-void normal_new_shading(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
-{
- outnor = normalize(nor);
- outdot = dot(normalize(dir), nor);
+ outnor = dir;
+ outdot = dot(normalize(nor), dir);
}
void curves_vec(float fac, vec3 vec, sampler1DArray curvemap, float layer, out vec3 outvec)
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal.c b/source/blender/nodes/shader/nodes/node_shader_normal.c
index 13335c86382..121cb9cc1a5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal.c
@@ -60,7 +60,7 @@ static void node_shader_exec_normal(void *UNUSED(data), int UNUSED(thread), bNod
static int gpu_shader_normal(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- GPUNodeLink *vec = GPU_constant(out[0].vec);
+ GPUNodeLink *vec = GPU_uniform(out[0].vec);
return GPU_stack_link(mat, node, "normal_new_shading", in, out, vec);
}