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-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl7
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_texture.c19
2 files changed, 23 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 02e9ba1c8c3..f3bd817a7cc 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1358,6 +1358,13 @@ void mtex_cube_map(vec3 co, samplerCube ima, out float value, out vec4 color)
value = 1.0;
}
+void mtex_cube_map_refl_from_refldir(
+ samplerCube ima, vec3 reflecteddirection, out float value, out vec4 color)
+{
+ color = textureCube(ima, reflecteddirection);
+ value = 1.0;
+}
+
void mtex_cube_map_refl(
samplerCube ima, vec3 vp, vec3 vn, mat4 viewmatrixinverse, mat4 viewmatrix,
out float value, out vec4 color)
diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c
index 6edf6c2a0b4..b0b25a4878b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_texture.c
+++ b/source/blender/nodes/shader/nodes/node_shader_texture.c
@@ -33,6 +33,8 @@
#include "node_shader_util.h"
+#include "GPU_material.h"
+
/* **************** TEXTURE ******************** */
static bNodeSocketTemplate sh_node_texture_in[] = {
{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, /* no limit */
@@ -121,9 +123,20 @@ static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUS
{
Tex *tex = (Tex *)node->id;
- if (tex && tex->type == TEX_IMAGE && tex->ima) {
- GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
- GPU_stack_link(mat, "texture_image", in, out, texlink);
+ if (tex && tex->ima && (tex->type == TEX_IMAGE || tex->type == TEX_ENVMAP)) {
+ if (tex->type == TEX_IMAGE) {
+ GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
+ GPU_stack_link(mat, "texture_image", in, out, texlink);
+ }
+ else { /* TEX_ENVMAP */
+ if (!in[0].link)
+ in[0].link = GPU_uniform(in[0].vec);
+ if (!GPU_material_use_world_space_shading(mat))
+ GPU_link(mat, "direction_transform_m4v3", in[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[0].link);
+ GPU_link(mat, "mtex_cube_map_refl_from_refldir",
+ GPU_cube_map(tex->ima, &tex->iuser, false), in[0].link, &out[0].link, &out[1].link);
+ GPU_link(mat, "color_to_normal", out[1].link, &out[2].link);
+ }
ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&