diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 47 |
1 files changed, 46 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 867270a6d7a..b68a1eebdd5 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2256,6 +2256,22 @@ void node_emission(vec4 color, float strength, vec3 N, out vec4 result) result = color*strength; } +/* background */ + +void background_transform_to_world(vec3 viewvec, out vec3 worldvec) +{ + vec4 v = (gl_ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (gl_ProjectionMatrixInverse * v); + + vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + worldvec = (gl_ModelViewMatrixInverse * co).xyz; +} + +void node_background(vec4 color, float strength, vec3 N, out vec4 result) +{ + result = color*strength; +} + /* closures */ void node_mix_shader(float fac, vec4 shader1, vec4 shader2, out vec4 shader) @@ -2364,6 +2380,30 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, reflection = (viewinvmat*vec4(view_reflection, 0.0)).xyz; } +void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, + vec3 attr_orco, vec3 attr_uv, + out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, + out vec3 camera, out vec3 window, out vec3 reflection) +{ + vec4 v = (gl_ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (gl_ProjectionMatrixInverse * v); + + vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + + co = normalize(co); + vec3 coords = (gl_ModelViewMatrixInverse * co).xyz; + + generated = coords; + normal = -coords; + uv = attr_uv; + object = coords; + + camera = co.xyz; + window = mtex_2d_mapping(I); + + reflection = -coords; +} + /* textures */ void node_tex_gradient(vec3 co, out vec4 color, out float fac) @@ -2417,7 +2457,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color) void node_tex_environment_empty(vec3 co, out vec4 color) { - color = vec4(0.0); + color = vec4(1.0, 0.0, 1.0, 1.0); } void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) @@ -2525,6 +2565,11 @@ void node_output_material(vec4 surface, vec4 volume, float displacement, out vec result = surface; } +void node_output_world(vec4 surface, vec4 volume, out vec4 result) +{ + result = surface; +} + /* ********************** matcap style render ******************** */ void material_preview_matcap(vec4 color, sampler2D ima, vec4 N, vec4 mask, out vec4 result) |