diff options
-rw-r--r-- | intern/cycles/kernel/shaders/node_normal_map.osl | 16 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_tex_coord.h | 12 |
2 files changed, 26 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl index f95e9fcfe3c..41bcac4fb10 100644 --- a/intern/cycles/kernel/shaders/node_normal_map.osl +++ b/intern/cycles/kernel/shaders/node_normal_map.osl @@ -26,6 +26,7 @@ shader node_normal_map( output normal Normal = NormalIn) { color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5); + int is_backfacing = backfacing(); if (space == "tangent") { vector tangent; @@ -34,9 +35,15 @@ shader node_normal_map( float is_smooth; getattribute("geom:is_smooth", is_smooth); - if (!is_smooth) + if (!is_smooth) { ninterp = normalize(transform("world", "object", Ng)); + /* the normal is already inverted, which is too soon for the math here */ + if (is_backfacing) { + ninterp = -ninterp; + } + } + // get _unnormalized_ interpolated normal and tangent if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && @@ -73,7 +80,12 @@ shader node_normal_map( Normal = normalize(vector(mcolor)); } - + + /* invert normal for backfacing polygons */ + if (is_backfacing) { + Normal = -Normal; + } + if (Strength != 1.0) Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); } diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h index 01dede3fff5..6ea2539c543 100644 --- a/intern/cycles/kernel/svm/svm_tex_coord.h +++ b/intern/cycles/kernel/svm/svm_tex_coord.h @@ -277,6 +277,7 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st float3 color = stack_load_float3(stack, color_offset); color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f); + bool is_backfacing = (ccl_fetch(sd, flag) & SD_BACKFACING) != 0; float3 N; if(space == NODE_NORMAL_MAP_TANGENT) { @@ -306,6 +307,12 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st } else { normal = ccl_fetch(sd, Ng); + + /* the normal is already inverted, which is too soon for the math here */ + if(is_backfacing) { + normal = -normal; + } + object_inverse_normal_transform(kg, sd, &normal); } @@ -332,6 +339,11 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st N = safe_normalize(N); } + /* invert normal for backfacing polygons */ + if(is_backfacing) { + N = -N; + } + float strength = stack_load_float(stack, strength_offset); if(strength != 1.0f) { |