diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_material.glsl | 24 |
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) |