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-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl5
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.cc11
2 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
index c6203bc36ab..2a98d9fadd0 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
@@ -109,6 +109,11 @@ void vector_normalize(vec3 normal, out vec3 outnormal)
outnormal = normalize(normal);
}
+void vector_copy(vec3 normal, out vec3 outnormal)
+{
+ outnormal = normal;
+}
+
/* Matirx Math */
mat3 euler_to_mat3(vec3 euler)
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.cc b/source/blender/nodes/shader/nodes/node_shader_bump.cc
index 252abd02ad7..690eacf30ff 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.cc
@@ -60,6 +60,17 @@ static int gpu_shader_bump(GPUMaterial *mat,
GPUNodeStack *in,
GPUNodeStack *out)
{
+ /* If there is no Height input, the node becomes a no-op. */
+ if (!in[2].link) {
+ if (!in[5].link) {
+ return GPU_link(mat, "world_normals_get", &out[0].link);
+ }
+ else {
+ /* Actually running the bump code would normalize, but Cycles handles it as total no-op. */
+ return GPU_link(mat, "vector_copy", in[5].link, &out[0].link);
+ }
+ }
+
if (!in[5].link) {
GPU_link(mat, "world_normals_get", &in[5].link);
}