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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl19
1 files changed, 13 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1e0927d90b3..a1a4a14e857 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -169,9 +169,9 @@ void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
outview = normalize(co);
}
-void lamp(vec4 col, vec3 lv, float dist, vec3 shadow, float visifac, out vec4 outcol, out vec3 outlv, out float outdist, out vec4 outshadow, out float outvisifac)
+void lamp(vec4 col, float energy, vec3 lv, float dist, vec3 shadow, float visifac, out vec4 outcol, out vec3 outlv, out float outdist, out vec4 outshadow, out float outvisifac)
{
- outcol = col;
+ outcol = col * energy;
outlv = lv;
outdist = dist;
outshadow = vec4(shadow, 1.0);
@@ -297,6 +297,10 @@ void math_modulo(float val1, float val2, out float outval)
outval = 0.0;
else
outval = mod(val1, val2);
+
+ /* change sign to match C convention, mod in GLSL will take absolute for negative numbers,
+ * see https://www.opengl.org/sdk/docs/man/html/mod.xhtml */
+ outval = (val1 > 0.0) ? outval : -outval;
}
void math_abs(float val1, out float outval)
@@ -338,6 +342,7 @@ void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = cross(v1, v2);
outval = length(outvec);
+ outvec /= outval;
}
void vec_math_normalize(vec3 v, out vec3 outvec, out float outval)
@@ -2367,7 +2372,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
backfacing = (gl_FrontFacing)? 0.0: 1.0;
}
-void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
+void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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)
@@ -2378,7 +2383,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
camera = vec3(I.xy, -I.z);
vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
- window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy, 0.0);
+ window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
vec3 shade_I;
shade_view(I, shade_I);
@@ -2386,7 +2391,7 @@ 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,
+void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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)
@@ -2405,7 +2410,9 @@ void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
object = coords;
camera = vec3(co.xy, -co.z);
- window = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(mtex_2d_mapping(I).xy, 0.0) : vec3(0.5, 0.5, 0.0);
+ window = (gl_ProjectionMatrix[3][3] == 0.0) ?
+ vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) :
+ vec3(vec2(0.5) * camerafac.xy + camerafac.zw, 0.0);
reflection = -coords;
}