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-rw-r--r--source/blender/gpu/CMakeLists.txt4
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c81
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h3
-rw-r--r--source/blender/gpu/intern/gpu_material.c13
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h49
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl291
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material_hash.glsl206
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material_magic.glsl61
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl21
9 files changed, 410 insertions, 319 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index fb7d3c1ace8..4a67f5f6af8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -116,6 +116,7 @@ set(SRC
intern/gpu_batch_private.h
intern/gpu_codegen.h
intern/gpu_context_private.h
+ intern/gpu_material_library.h
intern/gpu_matrix_private.h
intern/gpu_primitive_private.h
intern/gpu_private.h
@@ -232,6 +233,9 @@ data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_material_hash.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_material_magic.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_material_white_noise.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 55337596cbe..cbf6665b3bb 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -51,15 +51,11 @@
#include "BLI_sys_types.h" /* for intptr_t support */
#include "gpu_codegen.h"
+#include "gpu_material_library.h"
#include <string.h>
#include <stdarg.h>
-extern char datatoc_gpu_shader_material_glsl[];
-extern char datatoc_gpu_shader_geometry_glsl[];
-
-static char *glsl_material_library = NULL;
-
/* -------------------- GPUPass Cache ------------------ */
/**
* Internal shader cache: This prevent the shader recompilation / stall when
@@ -147,6 +143,7 @@ typedef struct GPUFunction {
eGPUType paramtype[MAX_PARAMETER];
GPUFunctionQual paramqual[MAX_PARAMETER];
int totparam;
+ GPUMaterialLibrary *library;
} GPUFunction;
/* Indices match the eGPUType enum */
@@ -230,15 +227,17 @@ static char *gpu_str_skip_token(char *str, char *token, int max)
return str;
}
-static void gpu_parse_functions_string(GHash *hash, char *code)
+static void gpu_parse_material_library(GHash *hash, GPUMaterialLibrary *library)
{
GPUFunction *function;
eGPUType type;
GPUFunctionQual qual;
int i;
+ char *code = library->code;
while ((code = strstr(code, "void "))) {
function = MEM_callocN(sizeof(GPUFunction), "GPUFunction");
+ function->library = library;
code = gpu_str_skip_token(code, NULL, 0);
code = gpu_str_skip_token(code, function->name, MAX_FUNCTION_NAME);
@@ -367,11 +366,6 @@ static char *gpu_generate_function_prototyps(GHash *hash)
static GPUFunction *gpu_lookup_function(const char *name)
{
- if (!FUNCTION_HASH) {
- FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
- gpu_parse_functions_string(FUNCTION_HASH, glsl_material_library);
- }
-
return BLI_ghash_lookup(FUNCTION_HASH, (const void *)name);
}
@@ -395,11 +389,6 @@ void gpu_codegen_exit(void)
GPU_shader_free_builtin_shaders();
- if (glsl_material_library) {
- MEM_freeN(glsl_material_library);
- glsl_material_library = NULL;
- }
-
#if 0
if (FUNCTION_PROTOTYPES) {
MEM_freeN(FUNCTION_PROTOTYPES);
@@ -1381,20 +1370,15 @@ static char *code_generate_geometry(ListBase *nodes, const char *geom_code, cons
void GPU_code_generate_glsl_lib(void)
{
- DynStr *ds;
-
- /* only initialize the library once */
- if (glsl_material_library) {
+ /* Only parse GLSL shader files once. */
+ if (FUNCTION_HASH) {
return;
}
- ds = BLI_dynstr_new();
-
- BLI_dynstr_append(ds, datatoc_gpu_shader_material_glsl);
-
- glsl_material_library = BLI_dynstr_get_cstring(ds);
-
- BLI_dynstr_free(ds);
+ FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
+ for (int i = 0; gpu_material_libraries[i].code; i++) {
+ gpu_parse_material_library(FUNCTION_HASH, &gpu_material_libraries[i]);
+ }
}
/* GPU pass binding/unbinding */
@@ -1796,6 +1780,19 @@ GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
return link;
}
+static void gpu_material_use_library(GPUMaterial *material, GPUMaterialLibrary *library)
+{
+ GSet *used_libraries = gpu_material_used_libraries(material);
+
+ if (BLI_gset_add(used_libraries, library->code)) {
+ if (library->dependencies) {
+ for (int i = 0; library->dependencies[i]; i++) {
+ BLI_gset_add(used_libraries, library->dependencies[i]);
+ }
+ }
+ }
+}
+
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNode *node;
@@ -1810,6 +1807,8 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
return false;
}
+ gpu_material_use_library(mat, function->library);
+
node = GPU_node_begin(name);
va_start(params, name);
@@ -1849,6 +1848,8 @@ bool GPU_stack_link(GPUMaterial *material,
return false;
}
+ gpu_material_use_library(material, function->library);
+
node = GPU_node_begin(name);
totin = 0;
totout = 0;
@@ -1962,6 +1963,30 @@ static bool gpu_pass_is_valid(GPUPass *pass)
return (pass->compiled == false || pass->shader != NULL);
}
+static char *code_generate_material_library(GPUMaterial *material, const char *frag_lib)
+{
+ DynStr *ds = BLI_dynstr_new();
+
+ if (frag_lib) {
+ BLI_dynstr_append(ds, frag_lib);
+ }
+
+ GSet *used_libraries = gpu_material_used_libraries(material);
+
+ /* Add library code in order, for dependencies. */
+ for (int i = 0; gpu_material_libraries[i].code; i++) {
+ GPUMaterialLibrary *library = &gpu_material_libraries[i];
+ if (BLI_gset_haskey(used_libraries, library->code)) {
+ BLI_dynstr_append(ds, library->code);
+ }
+ }
+
+ char *result = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ return result;
+}
+
GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUNodeLink *frag_outlink,
struct GPUVertAttrLayers *attrs,
@@ -2000,7 +2025,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
/* Either the shader is not compiled or there is a hash collision...
* continue generating the shader strings. */
- char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
+ char *tmp = code_generate_material_library(material, frag_lib);
geometrycode = code_generate_geometry(nodes, geom_code, defines);
vertexcode = code_generate_vertex(nodes, vert_code, (geometrycode != NULL));
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 6eb6bc2f05f..4e09f16ebf8 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -33,6 +33,7 @@ struct GPUNode;
struct GPUOutput;
struct GPUShader;
struct GPUVertAttrLayers;
+struct GSet;
struct ListBase;
/* Pass Generation
@@ -207,4 +208,6 @@ struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
float *pixels,
float *row);
+struct GSet *gpu_material_used_libraries(struct GPUMaterial *material);
+
#endif
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 20b91c0c95d..05d991105c0 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -37,6 +37,7 @@
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
+#include "BLI_ghash.h"
#include "BKE_main.h"
#include "BKE_node.h"
@@ -102,6 +103,8 @@ struct GPUMaterial {
GPUTexture *coba_tex; /* 1D Texture array containing all color bands. */
GPUColorBandBuilder *coba_builder;
+ GSet *used_libraries;
+
#ifndef NDEBUG
char name[64];
#endif
@@ -183,6 +186,8 @@ static void gpu_material_free_single(GPUMaterial *material)
if (material->coba_tex != NULL) {
GPU_texture_free(material->coba_tex);
}
+
+ BLI_gset_free(material->used_libraries, NULL);
}
void GPU_material_free(ListBase *gpumaterial)
@@ -582,6 +587,11 @@ void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
BLI_addtail(&material->nodes, node);
}
+GSet *gpu_material_used_libraries(GPUMaterial *material)
+{
+ return material->used_libraries;
+}
+
/* Return true if the material compilation has not yet begin or begin. */
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
{
@@ -659,6 +669,9 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
UNUSED_VARS(name);
#endif
+ mat->used_libraries = BLI_gset_new(
+ BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUMaterial.used_libraries");
+
/* localize tree to create links for reroute and mute */
bNodeTree *localtree = ntreeLocalize(ntree);
ntreeGPUMaterialNodes(localtree, mat, &has_surface_output, &has_volume_output);
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
new file mode 100644
index 00000000000..7160a56a60e
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -0,0 +1,49 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup gpu
+ *
+ * List of all gpu_shader_material_*.glsl files used by GLSL materials. These
+ * will be parsed to make all functions in them available to use for GPU_link().
+ *
+ * If a file uses functions from another file, it must be added to the list of
+ * dependencies, and be placed after that file in the list. */
+
+#ifndef __GPU_MATERIAL_LIBRARY_H__
+#define __GPU_MATERIAL_LIBRARY_H__
+
+typedef struct GPUMaterialLibrary {
+ char *code;
+ char *dependencies[8];
+} GPUMaterialLibrary;
+
+extern char datatoc_gpu_shader_material_glsl[];
+extern char datatoc_gpu_shader_material_hash_glsl[];
+extern char datatoc_gpu_shader_material_magic_glsl[];
+extern char datatoc_gpu_shader_material_white_noise_glsl[];
+
+static GPUMaterialLibrary gpu_material_libraries[] = {
+ {datatoc_gpu_shader_material_hash_glsl, {NULL}},
+ {datatoc_gpu_shader_material_glsl, {datatoc_gpu_shader_material_hash_glsl, NULL}},
+ {datatoc_gpu_shader_material_magic_glsl, {NULL}},
+ {datatoc_gpu_shader_material_white_noise_glsl, {datatoc_gpu_shader_material_hash_glsl, NULL}},
+ {NULL, {NULL}}};
+
+#endif
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 24fef4f05d8..57061ad1628 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1167,235 +1167,6 @@ float integer_noise(int n)
return 0.5 * (float(nn) / 1073741824.0);
}
-/* ***** Jenkins Lookup3 Hash Functions ***** */
-
-/* Source: http://burtleburtle.net/bob/c/lookup3.c */
-
-#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
-
-#define mix(a, b, c) \
- { \
- a -= c; \
- a ^= rot(c, 4); \
- c += b; \
- b -= a; \
- b ^= rot(a, 6); \
- a += c; \
- c -= b; \
- c ^= rot(b, 8); \
- b += a; \
- a -= c; \
- a ^= rot(c, 16); \
- c += b; \
- b -= a; \
- b ^= rot(a, 19); \
- a += c; \
- c -= b; \
- c ^= rot(b, 4); \
- b += a; \
- }
-
-#define final(a, b, c) \
- { \
- c ^= b; \
- c -= rot(b, 14); \
- a ^= c; \
- a -= rot(c, 11); \
- b ^= a; \
- b -= rot(a, 25); \
- c ^= b; \
- c -= rot(b, 16); \
- a ^= c; \
- a -= rot(c, 4); \
- b ^= a; \
- b -= rot(a, 14); \
- c ^= b; \
- c -= rot(b, 24); \
- }
-
-uint hash_uint(uint kx)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (1u << 2u) + 13u;
-
- a += kx;
- final(a, b, c);
-
- return c;
-}
-
-uint hash_uint2(uint kx, uint ky)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (2u << 2u) + 13u;
-
- b += ky;
- a += kx;
- final(a, b, c);
-
- return c;
-}
-
-uint hash_uint3(uint kx, uint ky, uint kz)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (3u << 2u) + 13u;
-
- c += kz;
- b += ky;
- a += kx;
- final(a, b, c);
-
- return c;
-}
-
-uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
-{
- uint a, b, c;
- a = b = c = 0xdeadbeefu + (4u << 2u) + 13u;
-
- a += kx;
- b += ky;
- c += kz;
- mix(a, b, c);
-
- a += kw;
- final(a, b, c);
-
- return c;
-}
-
-#undef rot
-#undef final
-#undef mix
-
-uint hash_int(int kx)
-{
- return hash_uint(uint(kx));
-}
-
-uint hash_int2(int kx, int ky)
-{
- return hash_uint2(uint(kx), uint(ky));
-}
-
-uint hash_int3(int kx, int ky, int kz)
-{
- return hash_uint3(uint(kx), uint(ky), uint(kz));
-}
-
-uint hash_int4(int kx, int ky, int kz, int kw)
-{
- return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw));
-}
-
-/* Hashing uint or uint[234] into a float in the range [0, 1]. */
-
-float hash_uint_to_float(uint kx)
-{
- return float(hash_uint(kx)) / float(0xFFFFFFFFu);
-}
-
-float hash_uint2_to_float(uint kx, uint ky)
-{
- return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu);
-}
-
-float hash_uint3_to_float(uint kx, uint ky, uint kz)
-{
- return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu);
-}
-
-float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
-{
- return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu);
-}
-
-/* Hashing float or vec[234] into a float in the range [0, 1]. */
-
-float hash_float_to_float(float k)
-{
- return hash_uint_to_float(floatBitsToUint(k));
-}
-
-float hash_vec2_to_float(vec2 k)
-{
- return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y));
-}
-
-float hash_vec3_to_float(vec3 k)
-{
- return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z));
-}
-
-float hash_vec4_to_float(vec4 k)
-{
- return hash_uint4_to_float(
- floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w));
-}
-
-/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */
-
-vec2 hash_vec2_to_vec2(vec2 k)
-{
- return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)));
-}
-
-vec3 hash_vec3_to_vec3(vec3 k)
-{
- return vec3(
- hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0)));
-}
-
-vec4 hash_vec4_to_vec4(vec4 k)
-{
- return vec4(hash_vec4_to_float(k.xyzw),
- hash_vec4_to_float(k.wxyz),
- hash_vec4_to_float(k.zwxy),
- hash_vec4_to_float(k.yzwx));
-}
-
-/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */
-
-vec3 hash_float_to_vec3(float k)
-{
- return vec3(
- hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0)));
-}
-
-vec3 hash_vec2_to_vec3(vec2 k)
-{
- return vec3(
- hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0)));
-}
-
-vec3 hash_vec4_to_vec3(vec4 k)
-{
- return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
-}
-
-/* White Noise */
-
-void node_white_noise_1d(vec3 vector, float w, out float value)
-{
- value = hash_float_to_float(w);
-}
-
-void node_white_noise_2d(vec3 vector, float w, out float value)
-{
- value = hash_vec2_to_float(vector.xy);
-}
-
-void node_white_noise_3d(vec3 vector, float w, out float value)
-{
- value = hash_vec3_to_float(vector);
-}
-
-void node_white_noise_4d(vec3 vector, float w, out float value)
-{
- value = hash_vec4_to_float(vec4(vector, w));
-}
-
/* Cell Noise */
float bits_to_01(uint bits)
@@ -3022,68 +2793,6 @@ void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
alpha = 0.0;
}
-void node_tex_magic(
- vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac)
-{
- vec3 p = co * scale;
- float x = sin((p.x + p.y + p.z) * 5.0);
- float y = cos((-p.x + p.y - p.z) * 5.0);
- float z = -cos((-p.x - p.y + p.z) * 5.0);
-
- if (depth > 0) {
- x *= distortion;
- y *= distortion;
- z *= distortion;
- y = -cos(x - y + z);
- y *= distortion;
- if (depth > 1) {
- x = cos(x - y - z);
- x *= distortion;
- if (depth > 2) {
- z = sin(-x - y - z);
- z *= distortion;
- if (depth > 3) {
- x = -cos(-x + y - z);
- x *= distortion;
- if (depth > 4) {
- y = -sin(-x + y + z);
- y *= distortion;
- if (depth > 5) {
- y = -cos(-x + y + z);
- y *= distortion;
- if (depth > 6) {
- x = cos(x + y + z);
- x *= distortion;
- if (depth > 7) {
- z = sin(x + y - z);
- z *= distortion;
- if (depth > 8) {
- x = -cos(-x - y + z);
- x *= distortion;
- if (depth > 9) {
- y = -sin(x - y + z);
- y *= distortion;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- if (distortion != 0.0) {
- distortion *= 2.0;
- x /= distortion;
- y /= distortion;
- z /= distortion;
- }
-
- color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0);
- fac = (color.x + color.y + color.z) / 3.0;
-}
-
float noise_fade(float t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_material_hash.glsl b/source/blender/gpu/shaders/gpu_shader_material_hash.glsl
new file mode 100644
index 00000000000..9f95da0a75b
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_material_hash.glsl
@@ -0,0 +1,206 @@
+/* ***** Jenkins Lookup3 Hash Functions ***** */
+
+/* Source: http://burtleburtle.net/bob/c/lookup3.c */
+
+#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
+
+#define mix(a, b, c) \
+ { \
+ a -= c; \
+ a ^= rot(c, 4); \
+ c += b; \
+ b -= a; \
+ b ^= rot(a, 6); \
+ a += c; \
+ c -= b; \
+ c ^= rot(b, 8); \
+ b += a; \
+ a -= c; \
+ a ^= rot(c, 16); \
+ c += b; \
+ b -= a; \
+ b ^= rot(a, 19); \
+ a += c; \
+ c -= b; \
+ c ^= rot(b, 4); \
+ b += a; \
+ }
+
+#define final(a, b, c) \
+ { \
+ c ^= b; \
+ c -= rot(b, 14); \
+ a ^= c; \
+ a -= rot(c, 11); \
+ b ^= a; \
+ b -= rot(a, 25); \
+ c ^= b; \
+ c -= rot(b, 16); \
+ a ^= c; \
+ a -= rot(c, 4); \
+ b ^= a; \
+ b -= rot(a, 14); \
+ c ^= b; \
+ c -= rot(b, 24); \
+ }
+
+uint hash_uint(uint kx)
+{
+ uint a, b, c;
+ a = b = c = 0xdeadbeefu + (1u << 2u) + 13u;
+
+ a += kx;
+ final(a, b, c);
+
+ return c;
+}
+
+uint hash_uint2(uint kx, uint ky)
+{
+ uint a, b, c;
+ a = b = c = 0xdeadbeefu + (2u << 2u) + 13u;
+
+ b += ky;
+ a += kx;
+ final(a, b, c);
+
+ return c;
+}
+
+uint hash_uint3(uint kx, uint ky, uint kz)
+{
+ uint a, b, c;
+ a = b = c = 0xdeadbeefu + (3u << 2u) + 13u;
+
+ c += kz;
+ b += ky;
+ a += kx;
+ final(a, b, c);
+
+ return c;
+}
+
+uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
+{
+ uint a, b, c;
+ a = b = c = 0xdeadbeefu + (4u << 2u) + 13u;
+
+ a += kx;
+ b += ky;
+ c += kz;
+ mix(a, b, c);
+
+ a += kw;
+ final(a, b, c);
+
+ return c;
+}
+
+#undef rot
+#undef final
+#undef mix
+
+uint hash_int(int kx)
+{
+ return hash_uint(uint(kx));
+}
+
+uint hash_int2(int kx, int ky)
+{
+ return hash_uint2(uint(kx), uint(ky));
+}
+
+uint hash_int3(int kx, int ky, int kz)
+{
+ return hash_uint3(uint(kx), uint(ky), uint(kz));
+}
+
+uint hash_int4(int kx, int ky, int kz, int kw)
+{
+ return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw));
+}
+
+/* Hashing uint or uint[234] into a float in the range [0, 1]. */
+
+float hash_uint_to_float(uint kx)
+{
+ return float(hash_uint(kx)) / float(0xFFFFFFFFu);
+}
+
+float hash_uint2_to_float(uint kx, uint ky)
+{
+ return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu);
+}
+
+float hash_uint3_to_float(uint kx, uint ky, uint kz)
+{
+ return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu);
+}
+
+float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
+{
+ return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu);
+}
+
+/* Hashing float or vec[234] into a float in the range [0, 1]. */
+
+float hash_float_to_float(float k)
+{
+ return hash_uint_to_float(floatBitsToUint(k));
+}
+
+float hash_vec2_to_float(vec2 k)
+{
+ return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y));
+}
+
+float hash_vec3_to_float(vec3 k)
+{
+ return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z));
+}
+
+float hash_vec4_to_float(vec4 k)
+{
+ return hash_uint4_to_float(
+ floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w));
+}
+
+/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */
+
+vec2 hash_vec2_to_vec2(vec2 k)
+{
+ return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)));
+}
+
+vec3 hash_vec3_to_vec3(vec3 k)
+{
+ return vec3(
+ hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0)));
+}
+
+vec4 hash_vec4_to_vec4(vec4 k)
+{
+ return vec4(hash_vec4_to_float(k.xyzw),
+ hash_vec4_to_float(k.wxyz),
+ hash_vec4_to_float(k.zwxy),
+ hash_vec4_to_float(k.yzwx));
+}
+
+/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */
+
+vec3 hash_float_to_vec3(float k)
+{
+ return vec3(
+ hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0)));
+}
+
+vec3 hash_vec2_to_vec3(vec2 k)
+{
+ return vec3(
+ hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0)));
+}
+
+vec3 hash_vec4_to_vec3(vec4 k)
+{
+ return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material_magic.glsl b/source/blender/gpu/shaders/gpu_shader_material_magic.glsl
new file mode 100644
index 00000000000..942c507cc38
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_material_magic.glsl
@@ -0,0 +1,61 @@
+void node_tex_magic(
+ vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac)
+{
+ vec3 p = co * scale;
+ float x = sin((p.x + p.y + p.z) * 5.0);
+ float y = cos((-p.x + p.y - p.z) * 5.0);
+ float z = -cos((-p.x - p.y + p.z) * 5.0);
+
+ if (depth > 0) {
+ x *= distortion;
+ y *= distortion;
+ z *= distortion;
+ y = -cos(x - y + z);
+ y *= distortion;
+ if (depth > 1) {
+ x = cos(x - y - z);
+ x *= distortion;
+ if (depth > 2) {
+ z = sin(-x - y - z);
+ z *= distortion;
+ if (depth > 3) {
+ x = -cos(-x + y - z);
+ x *= distortion;
+ if (depth > 4) {
+ y = -sin(-x + y + z);
+ y *= distortion;
+ if (depth > 5) {
+ y = -cos(-x + y + z);
+ y *= distortion;
+ if (depth > 6) {
+ x = cos(x + y + z);
+ x *= distortion;
+ if (depth > 7) {
+ z = sin(x + y - z);
+ z *= distortion;
+ if (depth > 8) {
+ x = -cos(-x - y + z);
+ x *= distortion;
+ if (depth > 9) {
+ y = -sin(x - y + z);
+ y *= distortion;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ if (distortion != 0.0) {
+ distortion *= 2.0;
+ x /= distortion;
+ y /= distortion;
+ z /= distortion;
+ }
+
+ color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0);
+ fac = (color.x + color.y + color.z) / 3.0;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl b/source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl
new file mode 100644
index 00000000000..fce511deb79
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl
@@ -0,0 +1,21 @@
+/* White Noise */
+
+void node_white_noise_1d(vec3 vector, float w, out float value)
+{
+ value = hash_float_to_float(w);
+}
+
+void node_white_noise_2d(vec3 vector, float w, out float value)
+{
+ value = hash_vec2_to_float(vector.xy);
+}
+
+void node_white_noise_3d(vec3 vector, float w, out float value)
+{
+ value = hash_vec3_to_float(vector);
+}
+
+void node_white_noise_4d(vec3 vector, float w, out float value)
+{
+ value = hash_vec4_to_float(vec4(vector, w));
+}