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authorThomas Dinges <blender@dingto.org>2013-11-09 17:14:00 +0400
committerThomas Dinges <blender@dingto.org>2013-11-09 17:14:00 +0400
commitcc7b2a0b046f9eb0548b8a1e84c4deb5754487c1 (patch)
tree690d653011978ab63979d4f6886f3183c5a66e15 /source
parent396fb315c5f0267a0511eda87221c8a2836c6f21 (diff)
Cycles / Fresnel Node:
* Add a "Normal" Input to the Fresnel node. * Fix for the Fresnel GLSL code (normalize the Incoming vector). Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.c7
2 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 633112095a7..78664f3b539 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2131,7 +2131,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
float eta = max(ior, 0.00001);
- result = fresnel_dielectric(I, N, (gl_FrontFacing)? eta: 1.0/eta);
+ result = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? eta: 1.0/eta);
}
/* gamma */
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 1e5c10968a5..c22b0f41695 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -30,6 +30,7 @@
/* **************** Fresnel ******************** */
static bNodeSocketTemplate sh_node_fresnel_in[] = {
{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
@@ -40,8 +41,10 @@ static bNodeSocketTemplate sh_node_fresnel_out[] = {
static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- /* todo: is incoming vector normalized? */
- return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
+ if (!in[1].link)
+ in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
+
+ return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
/* node type definition */