Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl5
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl15
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl2
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