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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.glsl24
1 files changed, 24 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index d2c9ad7cfd1..633112095a7 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1415,6 +1415,16 @@ void mtex_nspace_tangent(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 out
outnormal = normalize(outnormal);
}
+void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal)
+{
+ outnormal = normalize((viewmat*vec4(texnormal, 0.0)).xyz);
+}
+
+void mtex_nspace_object(mat4 viewmat, mat4 obmat, vec3 texnormal, out vec3 outnormal)
+{
+ outnormal = normalize((viewmat*(obmat*vec4(texnormal, 0.0))).xyz);
+}
+
void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal)
{
outnormal = (1.0 - norfac)*normal + norfac*newnormal;
@@ -2124,6 +2134,20 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result)
result = fresnel_dielectric(I, N, (gl_FrontFacing)? eta: 1.0/eta);
}
+/* gamma */
+
+void node_gamma(vec4 col, float gamma, out vec4 outcol)
+{
+ outcol = col;
+
+ if(col.r > 0.0)
+ outcol.r = compatible_pow(col.r, gamma);
+ if(col.g > 0.0)
+ outcol.g = compatible_pow(col.g, gamma);
+ if(col.b > 0.0)
+ outcol.b = compatible_pow(col.b, gamma);
+}
+
/* geometry */
void node_attribute(vec3 attr_uv, out vec4 outcol, out vec3 outvec, out float outf)