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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/intern/gpu_shader_material.glsl24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_material.glsl b/source/blender/gpu/intern/gpu_shader_material.glsl
index 815b74a1bf4..c5c822d9224 100644
--- a/source/blender/gpu/intern/gpu_shader_material.glsl
+++ b/source/blender/gpu/intern/gpu_shader_material.glsl
@@ -308,22 +308,22 @@ void normal(vec3 dir, vec3 nor, out vec3 outnor, out float outdot)
outdot = -dot(dir, nor);
}
-void curves_vec(float fac, vec3 vec, sampler1D curvemap, out vec3 outvec)
+void curves_vec(float fac, vec3 vec, sampler2D curvemap, out vec3 outvec)
{
- outvec.x = texture1D(curvemap, (vec.x + 1.0)*0.5).x;
- outvec.y = texture1D(curvemap, (vec.y + 1.0)*0.5).y;
- outvec.z = texture1D(curvemap, (vec.z + 1.0)*0.5).z;
+ outvec.x = texture2D(curvemap, vec2((vec.x + 1.0)*0.5, 0.0)).x;
+ outvec.y = texture2D(curvemap, vec2((vec.y + 1.0)*0.5, 0.0)).y;
+ outvec.z = texture2D(curvemap, vec2((vec.z + 1.0)*0.5, 0.0)).z;
if (fac != 1.0)
outvec = (outvec*fac) + (vec*(1.0-fac));
}
-void curves_rgb(float fac, vec4 col, sampler1D curvemap, out vec4 outcol)
+void curves_rgb(float fac, vec4 col, sampler2D curvemap, out vec4 outcol)
{
- outcol.r = texture1D(curvemap, texture1D(curvemap, col.r).a).r;
- outcol.g = texture1D(curvemap, texture1D(curvemap, col.g).a).g;
- outcol.b = texture1D(curvemap, texture1D(curvemap, col.b).a).b;
+ outcol.r = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.r, 0.0)).a, 0.0)).r;
+ outcol.g = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.g, 0.0)).a, 0.0)).g;
+ outcol.b = texture2D(curvemap, vec2(texture2D(curvemap, vec2(col.b, 0.0)).a, 0.0)).b;
if (fac != 1.0)
outcol = (outcol*fac) + (col*(1.0-fac));
@@ -635,9 +635,9 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
outcol.b= col1.b + fac*(2.0*(col2.b) - 1.0);
}
-void valtorgb(float fac, sampler1D colormap, out vec4 outcol, out float outalpha)
+void valtorgb(float fac, sampler2D colormap, out vec4 outcol, out float outalpha)
{
- outcol = texture1D(colormap, fac);
+ outcol = texture2D(colormap, vec2(fac, 0.0));
outalpha = outcol.a;
}
@@ -1320,9 +1320,9 @@ void lamp_falloff_sliders(float lampdist, float ld1, float ld2, float dist, out
visifac *= lampdistkw/(lampdistkw + ld2*dist*dist);
}
-void lamp_falloff_curve(float lampdist, sampler1D curvemap, float dist, out float visifac)
+void lamp_falloff_curve(float lampdist, sampler2D curvemap, float dist, out float visifac)
{
- visifac = texture1D(curvemap, dist/lampdist).x;
+ visifac = texture2D(curvemap, vec2(dist/lampdist, 0.0)).x;
}
void lamp_visibility_sphere(float lampdist, float dist, float visifac, out float outvisifac)