diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl | 32 |
1 files changed, 12 insertions, 20 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl index 4b5ed172081..0ff074bc04f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl @@ -1,30 +1,22 @@ -void node_vector_displacement_tangent(vec4 vector, - float midlevel, - float scale, - vec4 tangent, - vec3 normal, - mat4 obmat, - mat4 viewmat, - out vec3 result) +void node_vector_displacement_tangent( + vec4 vector, float midlevel, float scale, vec4 T, out vec3 result) { - /* TODO(fclem): this is broken. revisit latter. */ - vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz); - vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz); - vec3 B_object = tangent.w * normalize(cross(N_object, T_object)); + vec3 oN = normalize(normal_world_to_object(g_data.N)); + vec3 oT = normalize(normal_world_to_object(T.xyz)); + vec3 oB = T.w * normalize(cross(oN, oT)); - vec3 offset = (vector.xyz - vec3(midlevel)) * scale; - result = offset.x * T_object + offset.y * N_object + offset.z * B_object; - result = (obmat * vec4(result, 0.0)).xyz; + result = (vector.xyz - midlevel) * scale; + result = result.x * oT + result.y * oN + result.z * oB; + result = transform_point(ModelMatrix, result); } -void node_vector_displacement_object( - vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result) +void node_vector_displacement_object(vec4 vector, float midlevel, float scale, out vec3 result) { - result = (vector.xyz - vec3(midlevel)) * scale; - result = (obmat * vec4(result, 0.0)).xyz; + result = (vector.xyz - midlevel) * scale; + result = transform_point(ModelMatrix, result); } void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result) { - result = (vector.xyz - vec3(midlevel)) * scale; + result = (vector.xyz - midlevel) * scale; } |