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-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl12
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bump.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_fresnel.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_layer_weight.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c2
13 files changed, 31 insertions, 9 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 3682f7e0625..51d4706d91e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2413,29 +2413,27 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
/* fresnel */
-void node_fresnel(float ior, vec3 N, vec3 I, mat4 toworld, out float result)
+void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
/* handle perspective/orthographic */
vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0);
- vec3 normal = (toworld*vec4(N, 0.0)).xyz;
float eta = max(ior, 0.00001);
- result = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? eta: 1.0/eta);
+ result = fresnel_dielectric(I_view, N, (gl_FrontFacing)? eta: 1.0/eta);
}
/* layer_weight */
-void node_layer_weight(float blend, vec3 N, vec3 I, mat4 toworld, out float fresnel, out float facing)
+void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
{
/* fresnel */
float eta = max(1.0 - blend, 0.00001);
vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0);
- vec3 normal = (toworld*vec4(N, 0.0)).xyz;
- fresnel = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? 1.0/eta : eta );
+ fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing)? 1.0/eta : eta );
/* facing */
- facing = abs(dot(I_view, normal));
+ facing = abs(dot(I_view, N));
if(blend != 0.5) {
blend = clamp(blend, 0.0, 0.99999);
blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
index 8dda7b0859b..01ca0bd6512 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
@@ -53,6 +53,8 @@ static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *UNUSED(node
{
if (!in[4].link)
in[4].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[4].link, GPU_builtin(GPU_VIEW_MATRIX), &in[4].link);
return GPU_stack_link(mat, "node_bsdf_anisotropic", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
index ffb53f3b330..e86d2677a61 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
@@ -45,6 +45,8 @@ static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *UNUSED(node), b
{
if (!in[2].link)
in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
return GPU_stack_link(mat, "node_bsdf_diffuse", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
index 75ca4b87f09..5569fe85489 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
@@ -51,6 +51,8 @@ static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), bNo
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
return GPU_stack_link(mat, "node_bsdf_glass", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
index 9518784eebe..7e1bc971c73 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
@@ -50,6 +50,8 @@ static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *UNUSED(node), bN
{
if (!in[2].link)
in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
return GPU_stack_link(mat, "node_bsdf_glossy", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
index 90db7a5771d..c447f5de219 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
@@ -51,6 +51,8 @@ static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *UNUSED(node)
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
return GPU_stack_link(mat, "node_bsdf_refraction", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
index 29c1165314e..c3510beb470 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_toon.c
@@ -46,6 +46,8 @@ static int node_shader_gpu_bsdf_toon(GPUMaterial *mat, bNode *UNUSED(node), bNod
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
return GPU_stack_link(mat, "node_bsdf_toon", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
index 0e346b8cc70..3b88d609cdb 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
@@ -44,6 +44,8 @@ static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *UNUSED(node
{
if (!in[1].link)
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
return GPU_stack_link(mat, "node_bsdf_translucent", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
index e5d83a3b8f2..ef3d52ecbce 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
@@ -45,6 +45,8 @@ static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *UNUSED(node), bN
{
if (!in[2].link)
in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
return GPU_stack_link(mat, "node_bsdf_velvet", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c b/source/blender/nodes/shader/nodes/node_shader_bump.c
index 3146454f26d..22027d58385 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.c
@@ -49,6 +49,8 @@ static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
return GPU_stack_link(mat, "node_bump", in, out);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 9d6efb0af53..b50f722c71b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -43,8 +43,10 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE
{
if (!in[1].link)
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
- return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
+ return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index 78f22224070..8cbc587e339 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -45,8 +45,10 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b
{
if (!in[1].link)
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
- return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
+ return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index 79705d56184..7dfac32e85b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -53,6 +53,8 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED
{
if (!in[5].link)
in[5].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[5].link, GPU_builtin(GPU_VIEW_MATRIX), &in[5].link);
return GPU_stack_link(mat, "node_subsurface_scattering", in, out);
}