diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 63 |
1 files changed, 44 insertions, 19 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index b88fba12f55..8bfbd07bce8 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1,3 +1,21 @@ + +uniform mat4 ModelViewMatrix; +#ifndef PROBE_CAPTURE +uniform mat4 ProjectionMatrix; +#endif +uniform mat4 ModelViewMatrixInverse; +uniform mat4 ViewMatrixInverse; +uniform mat4 ProjectionMatrixInverse; +uniform mat3 NormalMatrix; + +#if __VERSION__ == 120 + #define fragColor gl_FragColor +#else + out vec4 fragColor; + #define texture2D texture + #define textureCube texture +#endif + /* Converters */ float convert_rgba_to_float(vec4 color) @@ -157,7 +175,7 @@ void color_to_blender_normal_new_shading(vec3 color, out vec3 normal) } #define M_PI 3.14159265358979323846 -#define M_1_PI 0.31830988618379069 +#define M_1_PI 0.318309886183790671538 /*********** SHADER NODES ***************/ @@ -177,7 +195,7 @@ void geom( out vec3 normal, out vec4 vcol, out float vcol_alpha, out float frontback) { local = co; - view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(local) : vec3(0.0, 0.0, -1.0); + view = (ProjectionMatrix[3][3] == 0.0) ? normalize(local) : vec3(0.0, 0.0, -1.0); global = (viewinvmat * vec4(local, 1.0)).xyz; orco = attorco; uv_attribute(attuv, uv); @@ -1413,8 +1431,8 @@ void mtex_bump_init_objspace( out float fPrevMagnitude_out, out vec3 vNacc_out, out vec3 vR1, out vec3 vR2, out float fDet) { - mat3 obj2view = to_mat3(gl_ModelViewMatrix); - mat3 view2obj = to_mat3(gl_ModelViewMatrixInverse); + mat3 obj2view = to_mat3(ModelViewMatrix); + mat3 view2obj = to_mat3(ModelViewMatrixInverse); vec3 vSigmaS = view2obj * dFdx(surf_pos); vec3 vSigmaT = view2obj * dFdy(surf_pos); @@ -1670,7 +1688,7 @@ void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal) void mtex_nspace_object(vec3 texnormal, out vec3 outnormal) { - outnormal = normalize(gl_NormalMatrix * texnormal); + outnormal = normalize(NormalMatrix * texnormal); } void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal) @@ -1794,7 +1812,7 @@ void lamp_visibility_clamp(float visifac, out float outvisifac) void world_paper_view(vec3 vec, out vec3 outvec) { vec3 nvec = normalize(vec); - outvec = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(nvec.x, 0.0, nvec.y) : vec3(0.0, 0.0, -1.0); + outvec = (ProjectionMatrix[3][3] == 0.0) ? vec3(nvec.x, 0.0, nvec.y) : vec3(0.0, 0.0, -1.0); } void world_zen_mapping(vec3 view, float zenup, float zendown, out float zenfac) @@ -1828,7 +1846,7 @@ void world_blend(vec3 vec, out float blend) void shade_view(vec3 co, out vec3 view) { /* handle perspective/orthographic */ - view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(co) : vec3(0.0, 0.0, -1.0); + view = (ProjectionMatrix[3][3] == 0.0) ? normalize(co) : vec3(0.0, 0.0, -1.0); } void shade_tangent_v(vec3 lv, vec3 tang, out vec3 vn) @@ -2346,7 +2364,7 @@ void shade_mist_factor( if (enable == 1.0) { float fac, zcor; - zcor = (gl_ProjectionMatrix[3][3] == 0.0) ? length(co) : -co[2]; + zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co[2]; fac = clamp((zcor - miststa) / mistdist, 0.0, 1.0); if (misttype == 0.0) fac *= fac; @@ -2791,13 +2809,20 @@ void node_emission(vec4 color, float strength, vec3 N, out vec4 result) 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 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); - worldvec = (gl_ModelViewMatrixInverse * co).xyz; + worldvec = (ModelViewMatrixInverse * co).xyz; } +#ifdef PROBE_CAPTURE +void environment_default_vector(out vec3 worldvec) +{ + worldvec = normalize(worldPosition); +} +#endif + void node_background(vec4 color, float strength, vec3 N, out vec4 result) { result = color * strength; @@ -2820,7 +2845,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader) 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 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); float eta = max(ior, 0.00001); result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta); @@ -2832,7 +2857,7 @@ void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float { /* 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 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta); @@ -2886,7 +2911,7 @@ void node_geometry( true_normal = normal; /* handle perspective/orthographic */ - vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); incoming = -(toworld * vec4(I_view, 0.0)).xyz; parametric = vec3(0.0); @@ -2905,7 +2930,7 @@ void node_tex_coord( uv = attr_uv; object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; camera = vec3(I.xy, -I.z); - vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0); + vec4 projvec = ProjectionMatrix * vec4(I, 1.0); window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0); vec3 shade_I; @@ -2920,13 +2945,13 @@ void node_tex_coord_background( 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 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); co = normalize(co); - vec3 coords = (gl_ModelViewMatrixInverse * co).xyz; + vec3 coords = (ModelViewMatrixInverse * co).xyz; generated = coords; normal = -coords; @@ -2934,7 +2959,7 @@ void node_tex_coord_background( object = coords; camera = vec3(co.xy, -co.z); - window = (gl_ProjectionMatrix[3][3] == 0.0) ? + window = (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); |