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authorSergey Sharybin <sergey.vfx@gmail.com>2016-05-22 17:47:06 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-05-22 17:47:06 +0300
commit841d008b98de5d0fa106ff3fa4731be63fc29f9a (patch)
treec02de6bc9cc1de4035dc8c07dc34227841b6aa0f /source
parent309f26014b6beb5aaebc0ddc51396647141d417a (diff)
Fix missing Ignore option for GLSL bump
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.c5
2 files changed, 7 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 28bf99b83dc..e97dddfd00f 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3160,8 +3160,11 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm
outnormal = normalize(outnormal);
}
-void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, out vec3 result)
+void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
{
+ if (invert != 0.0) {
+ dist *= -1.0;
+ }
vec3 dPdx = dFdx(surf_pos);
vec3 dPdy = dFdy(surf_pos);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c
index 285dede71e6..b39ca5d90ee 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.c
@@ -45,13 +45,14 @@ static bNodeSocketTemplate sh_node_bump_out[] = {
{ -1, 0, "" }
};
-static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
else
GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
- GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ float invert = node->custom1;
+ GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert));
/* Other nodes are applying view matrix if the input Normal has a link.
* We don't want normal to have view matrix applied twice, so we cancel it here.
*