diff options
Diffstat (limited to 'source/blender/gpu/shaders')
9 files changed, 36 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl index 21c7f79a57c..6dd0201535d 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl @@ -36,6 +36,9 @@ vec3 compute_masks(vec2 uv) corner_rad = right_half ? outRoundCorners.y : outRoundCorners.x; } + /* Fade emboss at the border. */ + float emboss_size = upper_half ? 0.0 : min(1.0, uv_sdf.x / (corner_rad * ratio)); + /* Signed distance field from the corner (in pixel). * inner_sdf is sharp and outer_sdf is rounded. */ uv_sdf -= corner_rad; @@ -43,9 +46,6 @@ vec3 compute_masks(vec2 uv) float outer_sdf = -length(min(uv_sdf, 0.0)); float sdf = inner_sdf + outer_sdf + corner_rad; - /* Fade emboss at the border. */ - float emboss_size = clamp((upper_half) ? 0.0 : (uv.x / corner_rad), 0.0, 1.0); - /* Clamp line width to be at least 1px wide. This can happen if the projection matrix * has been scaled (i.e: Node editor)... */ float line_width = (lineWidth > 0.0) ? max(fwidth(uv.y), lineWidth) : 0.0; diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl index da6e6502e62..b937323f62a 100644 --- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl +++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl @@ -170,7 +170,7 @@ void main(void) length_b = finalThickness[2]; } - /* generate the start endcap (alpha < 0 used as endcap flag)*/ + /* Generate the start end-cap (alpha < 0 used as end-cap flag). */ float extend = (fill_stroke > 0) ? 2 : 1; if ((caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) { mTexCoord = vec2(1, 0.5); @@ -211,7 +211,7 @@ void main(void) gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0); EmitVertex(); - /* generate the end endcap (alpha < 0 used as endcap flag)*/ + /* Generate the end end-cap (alpha < 0 used as end-cap flag). */ if ((caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) { mTexCoord = vec2(0, 1); mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl index d85884e0a25..2568cd74445 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl @@ -7,7 +7,7 @@ flat in int interp_size; out vec4 fragColor; -uniform sampler1DArray glyph; +uniform sampler2D glyph; const vec2 offsets4[4] = vec2[4]( vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5)); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl index 4db27c3049d..a14ff5021bf 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl @@ -37,8 +37,13 @@ void node_geometry(vec3 I, normal = (toworld * vec4(N, 0.0)).xyz; true_normal = normal; # endif + +# ifdef HAIR_SHADER + tangent = -hairTangent; +# else tangent_orco_z(orco, orco); node_tangent(N, orco, objmat, tangent); +# endif parametric = vec3(barycentric, 0.0); backfacing = (gl_FrontFacing) ? 0.0 : 1.0; diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl index 5a68f802659..5129bf71903 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl @@ -23,8 +23,8 @@ void node_subsurface_scattering(vec4 color, /* Not perfect for texture_blur values between 0.0 and 1.0. * Interpolate between separated color and color applied on irradiance. */ float one_minus_texture_blur = 1.0 - texture_blur; - vec3 sss_albedo = color.rgb * texture_blur + one_minus_texture_blur; - vec3 radiance_tint = color.rgb * one_minus_texture_blur + texture_blur; + vec3 sss_albedo = color.rgb * one_minus_texture_blur + texture_blur; + vec3 radiance_tint = color.rgb * texture_blur + one_minus_texture_blur; /* Consider output radiance as irradiance. */ out_Diffuse_0.radiance *= radiance_tint; diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl index d8d9ecdf287..5745f11ede4 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl @@ -2,7 +2,7 @@ * coordinates to act as a seed since the noise functions don't have seed values. * A seed value is needed for generating distortion textures and color outputs. * The offset's components are in the range [100, 200], not too high to cause - * bad precision and not to small to be noticeable. We use float seed because + * bad precision and not too small to be noticeable. We use float seed because * OSL only support float hashes. */ diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl index 60ed098beb3..4ad5d4232de 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl @@ -150,3 +150,9 @@ void vector_math_faceforward( { outVector = faceforward(a, b, c); } + +void vector_math_multiply_add( + vec3 a, vec3 b, vec3 c, float scale, out vec3 outVector, out float outValue) +{ + outVector = a * b + c; +} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl new file mode 100644 index 00000000000..2c5d38eabbe --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl @@ -0,0 +1,15 @@ +void node_wavelength(float wavelength, + sampler1DArray spectrummap, + float layer, + vec3 xyz_to_r, + vec3 xyz_to_g, + vec3 xyz_to_b, + out vec4 color) +{ + mat3 xyz_to_rgb = mat3(xyz_to_r, xyz_to_g, xyz_to_b); + float t = (wavelength - 380.0) / (780.0 - 380.0); + vec3 xyz = texture(spectrummap, vec2(t, layer)).rgb; + vec3 rgb = xyz * xyz_to_rgb; + rgb *= 1.0 / 2.52; /* Empirical scale from lg to make all comps <= 1. */ + color = vec4(clamp(rgb, 0.0, 1.0), 1.0); +} 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 d33465fa846..40e46bc250c 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 @@ -1,4 +1,4 @@ -/* TODO : clean this ifdef mess */ +/* TODO: clean this `ifdef` mess. */ void world_normals_get(out vec3 N) { #ifndef VOLUMETRICS |