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Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl14
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl51
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl8
3 files changed, 18 insertions, 55 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
index faf37db3ea6..2ae53b35b3f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
@@ -1,3 +1,17 @@
+
+void node_attribute_color(vec4 attr, out vec4 out_attr)
+{
+ out_attr = attr_load_color_post(attr);
+}
+
+void node_attribute_temperature(vec4 attr, out vec4 out_attr)
+{
+ out_attr.x = attr_load_temperature_post(attr.x);
+ out_attr.y = 0.0;
+ out_attr.z = 0.0;
+ out_attr.w = 1.0;
+}
+
void node_attribute(
vec4 attr, out vec4 outcol, out vec3 outvec, out float outf, out float outalpha)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
deleted file mode 100644
index 464cf5227b4..00000000000
--- a/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-/* Uniforms to convert smoke grid values into standard range. */
-uniform vec3 volumeColor = vec3(1.0);
-uniform vec2 volumeTemperature = vec2(0.0);
-
-/* Generic volume attribute. */
-void node_attribute_volume(sampler3D tex, mat4 transform, vec3 cos, out vec3 outvec)
-{
- /* Optional per-grid transform. */
- if (transform[3][3] != 0.0) {
- cos = (transform * vec4(cos, 1.0)).xyz;
- }
-
- outvec = texture(tex, cos).rgb;
-}
-
-/* Special color attribute for smoke. */
-void node_attribute_volume_color(sampler3D tex, mat4 transform, vec3 cos, out vec3 outvec)
-{
- /* Optional per-grid transform. */
- if (transform[3][3] != 0.0) {
- cos = (transform * vec4(cos, 1.0)).xyz;
- }
-
- /* Density is premultiplied for interpolation, divide it out here. */
- vec4 value = texture(tex, cos).rgba;
- if (value.a > 1e-8) {
- value.rgb /= value.a;
- }
-
- outvec = value.rgb * volumeColor;
-}
-
-/* Special temperature attribute for smoke. */
-void node_attribute_volume_temperature(sampler3D tex, mat4 transform, vec3 cos, out float outf)
-{
- /* Optional per-grid transform. */
- if (transform[3][3] != 0.0) {
- cos = (transform * vec4(cos, 1.0)).xyz;
- }
-
- float value = texture(tex, cos).r;
- if (volumeTemperature.x < volumeTemperature.y) {
- outf = (value > 0.01) ?
- volumeTemperature.x + value * (volumeTemperature.y - volumeTemperature.x) :
- 0.0;
- }
- else {
- outf = value;
- }
-}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl
index 1127c34b3ac..21c4aba0ffe 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl
@@ -10,9 +10,9 @@ void node_volume_principled(vec4 color,
vec4 blackbody_tint,
float temperature,
float weight,
- float density_attribute,
+ vec4 density_attribute,
vec4 color_attribute,
- float temperature_attribute,
+ vec4 temperature_attribute,
sampler1DArray spectrummap,
float layer,
out Closure result)
@@ -25,7 +25,7 @@ void node_volume_principled(vec4 color,
density = max(density, 0.0);
if (density > 1e-5) {
- density = max(density * density_attribute, 0.0);
+ density = max(density * density_attribute.x, 0.0);
}
if (density > 1e-5) {
@@ -47,7 +47,7 @@ void node_volume_principled(vec4 color,
if (blackbody_intensity > 1e-3) {
/* Add temperature from attribute. */
- float T = max(temperature * max(temperature_attribute, 0.0), 0.0);
+ float T = max(temperature * max(temperature_attribute.x, 0.0), 0.0);
/* Stefan-Boltzman law. */
float T2 = T * T;