diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl | 24 |
1 files changed, 2 insertions, 22 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl index 40e46bc250c..5a0aeb2f932 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl @@ -1,25 +1,5 @@ -/* TODO: clean this `ifdef` mess. */ + void world_normals_get(out vec3 N) { -#ifndef VOLUMETRICS -# ifdef HAIR_SHADER - vec3 B = normalize(cross(worldNormal, hairTangent)); - float cos_theta; - if (hairThicknessRes == 1) { - vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); - /* Random cosine normal distribution on the hair surface. */ - cos_theta = rand.x * 2.0 - 1.0; - } - else { - /* Shade as a cylinder. */ - cos_theta = hairThickTime / hairThickness; - } - float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); - N = normalize(worldNormal * sin_theta + B * cos_theta); -# else - N = gl_FrontFacing ? worldNormal : -worldNormal; -# endif -#else - generated_from_orco(vec3(0.0), N); -#endif + N = g_data.N; } |