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-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_color_ramp.glsl (renamed from source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl)0
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl (renamed from source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl)50
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl162
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_hash.glsl (renamed from source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl)0
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_math.glsl (renamed from source/blender/gpu/shaders/material/gpu_shader_material_math.glsl)2
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl (renamed from source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl)72
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl (renamed from source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl)2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl93
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh20
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl16
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl33
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl73
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl28
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl2
-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_tex_voronoi.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl71
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl41
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl2
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl2
35 files changed, 371 insertions, 336 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_color_ramp.glsl
index 17240da4050..17240da4050 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_color_ramp.glsl
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
index a5c3a990d90..fe89985ae7f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
@@ -90,6 +90,56 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
outcol = vec4(rgb, hsv.w);
}
+void rgb_to_hsl(vec4 rgb, out vec4 outcol)
+{
+ float cmax, cmin, h, s, l;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ l = min(1.0, (cmax + cmin) / 2.0);
+
+ if (cmax == cmin) {
+ h = s = 0.0; /* achromatic */
+ }
+ else {
+ float cdelta = cmax - cmin;
+ s = l > 0.5 ? cdelta / (2.0 - cmax - cmin) : cdelta / (cmax + cmin);
+ if (cmax == rgb[0]) {
+ h = (rgb[1] - rgb[2]) / cdelta + (rgb[1] < rgb[2] ? 6.0 : 0.0);
+ }
+ else if (cmax == rgb[1]) {
+ h = (rgb[2] - rgb[0]) / cdelta + 2.0;
+ }
+ else {
+ h = (rgb[0] - rgb[1]) / cdelta + 4.0;
+ }
+ }
+ h /= 6.0;
+
+ outcol = vec4(h, s, l, rgb.w);
+}
+
+void hsl_to_rgb(vec4 hsl, out vec4 outcol)
+{
+ float nr, ng, nb, chroma, h, s, l;
+
+ h = hsl[0];
+ s = hsl[1];
+ l = hsl[2];
+
+ nr = abs(h * 6.0 - 3.0) - 1.0;
+ ng = 2.0 - abs(h * 6.0 - 2.0);
+ nb = 2.0 - abs(h * 6.0 - 4.0);
+
+ nr = clamp(nr, 0.0, 1.0);
+ nb = clamp(nb, 0.0, 1.0);
+ ng = clamp(ng, 0.0, 1.0);
+
+ chroma = (1.0 - abs(2.0 * l - 1.0)) * s;
+
+ outcol = vec4((nr - 0.5) * chroma + l, (ng - 0.5) * chroma + l, (nb - 0.5) * chroma + l, hsl.w);
+}
+
void color_alpha_clear(vec4 color, out vec4 result)
{
result = vec4(color.rgb, 1.0);
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
new file mode 100644
index 00000000000..8948ed77557
--- /dev/null
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
@@ -0,0 +1,162 @@
+vec4 white_balance(vec4 color, vec4 black_level, vec4 white_level)
+{
+ vec4 range = max(white_level - black_level, vec4(1e-5f));
+ return (color - black_level) / range;
+}
+
+float extrapolate_if_needed(float parameter, float value, float start_slope, float end_slope)
+{
+ if (parameter < 0.0) {
+ return value + parameter * start_slope;
+ }
+
+ if (parameter > 1.0) {
+ return value + (parameter - 1.0) * end_slope;
+ }
+
+ return value;
+}
+
+/* Same as extrapolate_if_needed but vectorized. */
+vec3 extrapolate_if_needed(vec3 parameters, vec3 values, vec3 start_slopes, vec3 end_slopes)
+{
+ vec3 end_or_zero_slopes = mix(vec3(0.0), end_slopes, greaterThan(parameters, vec3(1.0)));
+ vec3 slopes = mix(end_or_zero_slopes, start_slopes, lessThan(parameters, vec3(0.0)));
+ parameters = parameters - mix(vec3(0.0), vec3(1.0), greaterThan(parameters, vec3(1.0)));
+ return values + parameters * slopes;
+}
+
+/* Curve maps are stored in sampler objects that are evaluated in the [0, 1] range, so normalize
+ * parameters accordingly. */
+#define NORMALIZE_PARAMETER(parameter, minimum, range) ((parameter - minimum) * range)
+
+void curves_combined_rgb(float factor,
+ vec4 color,
+ vec4 black_level,
+ vec4 white_level,
+ sampler1DArray curve_map,
+ const float layer,
+ vec4 range_minimums,
+ vec4 range_dividers,
+ vec4 start_slopes,
+ vec4 end_slopes,
+ out vec4 result)
+{
+ vec4 balanced = white_balance(color, black_level, white_level);
+
+ /* First, evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the
+ * UI. */
+ vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimums.aaa, range_dividers.aaa);
+ result.r = texture(curve_map, vec2(parameters.x, layer)).a;
+ result.g = texture(curve_map, vec2(parameters.y, layer)).a;
+ result.b = texture(curve_map, vec2(parameters.z, layer)).a;
+
+ /* Then, extrapolate if needed. */
+ result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.aaa, end_slopes.aaa);
+
+ /* Then, evaluate each channel on its curve map. */
+ parameters = NORMALIZE_PARAMETER(result.rgb, range_minimums.rgb, range_dividers.rgb);
+ result.r = texture(curve_map, vec2(parameters.r, layer)).r;
+ result.g = texture(curve_map, vec2(parameters.g, layer)).g;
+ result.b = texture(curve_map, vec2(parameters.b, layer)).b;
+
+ /* Then, extrapolate again if needed. */
+ result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.rgb, end_slopes.rgb);
+ result.a = color.a;
+
+ result = mix(color, result, factor);
+}
+
+void curves_combined_only(float factor,
+ vec4 color,
+ vec4 black_level,
+ vec4 white_level,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out vec4 result)
+{
+ vec4 balanced = white_balance(color, black_level, white_level);
+
+ /* Evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the
+ * UI. */
+ vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimum, range_divider);
+ result.r = texture(curve_map, vec2(parameters.x, layer)).a;
+ result.g = texture(curve_map, vec2(parameters.y, layer)).a;
+ result.b = texture(curve_map, vec2(parameters.z, layer)).a;
+
+ /* Then, extrapolate if needed. */
+ result.rgb = extrapolate_if_needed(parameters, result.rgb, vec3(start_slope), vec3(end_slope));
+ result.a = color.a;
+
+ result = mix(color, result, factor);
+}
+
+void curves_vector(vec3 vector,
+ sampler1DArray curve_map,
+ const float layer,
+ vec3 range_minimums,
+ vec3 range_dividers,
+ vec3 start_slopes,
+ vec3 end_slopes,
+ out vec3 result)
+{
+ /* Evaluate each component on its curve map. */
+ vec3 parameters = NORMALIZE_PARAMETER(vector, range_minimums, range_dividers);
+ result.x = texture(curve_map, vec2(parameters.x, layer)).x;
+ result.y = texture(curve_map, vec2(parameters.y, layer)).y;
+ result.z = texture(curve_map, vec2(parameters.z, layer)).z;
+
+ /* Then, extrapolate if needed. */
+ result = extrapolate_if_needed(parameters, result, start_slopes, end_slopes);
+}
+
+void curves_vector_mixed(float factor,
+ vec3 vector,
+ sampler1DArray curve_map,
+ const float layer,
+ vec3 range_minimums,
+ vec3 range_dividers,
+ vec3 start_slopes,
+ vec3 end_slopes,
+ out vec3 result)
+{
+ curves_vector(
+ vector, curve_map, layer, range_minimums, range_dividers, start_slopes, end_slopes, result);
+ result = mix(vector, result, factor);
+}
+
+void curves_float(float value,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out float result)
+{
+ /* Evaluate the normalized value on the first curve map. */
+ float parameter = NORMALIZE_PARAMETER(value, range_minimum, range_divider);
+ result = texture(curve_map, vec2(parameter, layer)).x;
+
+ /* Then, extrapolate if needed. */
+ result = extrapolate_if_needed(parameter, result, start_slope, end_slope);
+}
+
+void curves_float_mixed(float factor,
+ float value,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out float result)
+{
+ curves_float(
+ value, curve_map, layer, range_minimum, range_divider, start_slope, end_slope, result);
+ result = mix(value, result, factor);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_hash.glsl
index 32d61f06a65..32d61f06a65 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_hash.glsl
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl
index 0948ce2c9fa..5f640f64056 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void math_add(float a, float b, float c, out float result)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
index 91a8996939a..124654963fd 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
@@ -139,75 +139,3 @@ mat3 euler_to_mat3(vec3 euler)
mat[2][2] = cy * cx;
return mat;
}
-
-void normal_transform_object_to_world(vec3 vin, out vec3 vout)
-{
- vout = normal_object_to_world(vin);
-}
-
-void normal_transform_world_to_object(vec3 vin, out vec3 vout)
-{
- vout = normal_world_to_object(vin);
-}
-
-void direction_transform_object_to_world(vec3 vin, out vec3 vout)
-{
- vout = transform_direction(ModelMatrix, vin);
-}
-
-void direction_transform_object_to_view(vec3 vin, out vec3 vout)
-{
- vout = transform_direction(ModelMatrix, vin);
- vout = transform_direction(ViewMatrix, vout);
-}
-
-void direction_transform_view_to_world(vec3 vin, out vec3 vout)
-{
- vout = transform_direction(ViewMatrixInverse, vin);
-}
-
-void direction_transform_view_to_object(vec3 vin, out vec3 vout)
-{
- vout = transform_direction(ViewMatrixInverse, vin);
- vout = transform_direction(ModelMatrixInverse, vout);
-}
-
-void direction_transform_world_to_view(vec3 vin, out vec3 vout)
-{
- vout = transform_direction(ViewMatrix, vin);
-}
-
-void direction_transform_world_to_object(vec3 vin, out vec3 vout)
-{
- vout = transform_direction(ModelMatrixInverse, vin);
-}
-
-void point_transform_object_to_world(vec3 vin, out vec3 vout)
-{
- vout = point_object_to_world(vin);
-}
-
-void point_transform_object_to_view(vec3 vin, out vec3 vout)
-{
- vout = point_object_to_view(vin);
-}
-
-void point_transform_view_to_world(vec3 vin, out vec3 vout)
-{
- vout = point_view_to_world(vin);
-}
-
-void point_transform_view_to_object(vec3 vin, out vec3 vout)
-{
- vout = point_view_to_object(vin);
-}
-
-void point_transform_world_to_view(vec3 vin, out vec3 vout)
-{
- vout = point_world_to_view(vin);
-}
-
-void point_transform_world_to_object(vec3 vin, out vec3 vout)
-{
- vout = point_world_to_object(vin);
-}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl
index 157a6a27c15..f9652f1150b 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
deleted file mode 100644
index e0e899cfb35..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-
-#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
- { \
- vec2 v[4]; \
- int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
- for (int i = 0; i < 4; i++) { \
- int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
- v[i] = vec2(texelFetch(FVarDataBuffer, index).s, texelFetch(FVarDataBuffer, index + 1).s); \
- } \
- result = mix(mix(v[0], v[1], tessCoord.s), mix(v[3], v[2], tessCoord.s), tessCoord.t); \
- }
-
-#define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \
- { \
- vec2 tmp; \
- INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \
- result = vec3(tmp, 0); \
- }
-
-out block
-{
- VertexData v;
-}
-outpt;
-
-void set_mtface_vertex_attrs(vec2 st);
-
-void emit_flat(int index, vec3 normal)
-{
- outpt.v.position = inpt[index].v.position;
- outpt.v.normal = normal;
-
- /* Compatibility */
- varnormal = outpt.v.normal;
- varposition = outpt.v.position.xyz;
-
- /* TODO(sergey): Only uniform subdivisions atm. */
- vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
- vec2 st = quadst[index];
-
- INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
-
- set_mtface_vertex_attrs(st);
-
- gl_Position = ProjectionMatrix * inpt[index].v.position;
- EmitVertex();
-}
-
-void emit_smooth(int index)
-{
- outpt.v.position = inpt[index].v.position;
- outpt.v.normal = inpt[index].v.normal;
-
- /* Compatibility */
- varnormal = outpt.v.normal;
- varposition = outpt.v.position.xyz;
-
- /* TODO(sergey): Only uniform subdivisions atm. */
- vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1));
- vec2 st = quadst[index];
-
- INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st);
-
- set_mtface_vertex_attrs(st);
-
- gl_Position = ProjectionMatrix * inpt[index].v.position;
- EmitVertex();
-}
-
-void main()
-{
- gl_PrimitiveID = gl_PrimitiveIDIn;
-
- if (osd_flat_shading) {
- vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
- vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
- vec3 flat_normal = normalize(cross(B, A));
- emit_flat(0, flat_normal);
- emit_flat(1, flat_normal);
- emit_flat(3, flat_normal);
- emit_flat(2, flat_normal);
- }
- else {
- emit_smooth(0);
- emit_smooth(1);
- emit_smooth(3);
- emit_smooth(2);
- }
- EndPrimitive();
-}
-
-void set_mtface_vertex_attrs(vec2 st)
-{
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh
new file mode 100644
index 00000000000..94cf58933af
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh
@@ -0,0 +1,20 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_image)
+ .vertex_in(0, Type::VEC3, "pos")
+ .vertex_in(1, Type::VEC2, "texCoord")
+ .vertex_out(smooth_tex_coord_interp_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(Type::MAT4, "ModelViewProjectionMatrix")
+ .sampler(0, ImageType::FLOAT_2D, "image")
+ .vertex_source("gpu_shader_3D_image_vert.glsl")
+ .fragment_source("gpu_shader_image_frag.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
index 369fe3ac293..ae7edeb16e2 100644
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
@@ -28,7 +28,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC4, "color")
- /* TODO(fclem): Put thoses two to one UBO. */
+ /* TODO(@fclem): Put those two to one UBO. */
.push_constant(Type::MAT4, "ModelMatrix")
.push_constant(Type::VEC4, "ClipPlane")
.vertex_source("gpu_shader_3D_clipped_uniform_color_vert.glsl")
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl
new file mode 100644
index 00000000000..e68d0d98484
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl
@@ -0,0 +1,16 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void combine_color_rgb(float r, float g, float b, out vec4 col)
+{
+ col = vec4(r, g, b, 1.0);
+}
+
+void combine_color_hsv(float h, float s, float v, out vec4 col)
+{
+ hsv_to_rgb(vec4(h, s, v, 1.0), col);
+}
+
+void combine_color_hsl(float h, float s, float l, out vec4 col)
+{
+ hsl_to_rgb(vec4(h, s, l, 1.0), col);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl
index e8f444080b9..4d9e16afe66 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void combine_hsv(float h, float s, float v, out vec4 col)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl
deleted file mode 100644
index 514409f7fdf..00000000000
--- a/source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl
+++ /dev/null
@@ -1,33 +0,0 @@
-/* ext is vec4(in_x, in_dy, out_x, out_dy). */
-float curve_float_extrapolate(float x, float y, vec4 ext)
-{
- if (x < 0.0) {
- return y + x * ext.y;
- }
- else if (x > 1.0) {
- return y + (x - 1.0) * ext.w;
- }
- else {
- return y;
- }
-}
-
-#define RANGE_RESCALE(x, min, range) ((x - min) * range)
-
-void curve_float(float fac,
- float vec,
- sampler1DArray curvemap,
- float layer,
- float range,
- vec4 ext,
- out float outvec)
-{
- float xyz_min = ext.x;
- vec = RANGE_RESCALE(vec, xyz_min, range);
-
- outvec = texture(curvemap, vec2(vec, layer)).x;
-
- outvec = curve_float_extrapolate(vec, outvec, ext);
-
- outvec = mix(vec, outvec, fac);
-}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
index 7f502f74c0c..6d52e97cca1 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl)
/* The fractal_noise functions are all exactly the same except for the input type. */
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl
index 29fb09ceebd..64681cd795a 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void node_gamma(vec4 col, float gamma, out vec4 outcol)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
index 2d5114c3bad..61458b05c86 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
void node_hair_info(float hair_length,
out float is_strand,
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl
index 30b808508e9..5223828e176 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl
index 119ee3c0eaa..a81e6d36a55 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
float smootherstep(float edge0, float edge1, float x)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl
index 312c57231c5..b59257506c9 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void mapping_mat4(
vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl
index c84f34a834c..881e38ea11a 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
/* clang-format off */
#define FLOORFRAC(x, x_int, x_fract) { float x_floor = floor(x); x_int = int(x_floor); x_fract = x - x_floor; }
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl
index ad3d4737193..251103ae57c 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
void node_point_info(out vec3 position, out float radius, out float random)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl
deleted file mode 100644
index 054fdddf7c3..00000000000
--- a/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl
+++ /dev/null
@@ -1,73 +0,0 @@
-/* ext is vec4(in_x, in_dy, out_x, out_dy). */
-float curve_extrapolate(float x, float y, vec4 ext)
-{
- if (x < 0.0) {
- return y + x * ext.y;
- }
- else if (x > 1.0) {
- return y + (x - 1.0) * ext.w;
- }
- else {
- return y;
- }
-}
-
-#define RANGE_RESCALE(x, min, range) ((x - min) * range)
-
-void curves_rgb(float fac,
- vec4 col,
- sampler1DArray curvemap,
- float layer,
- vec4 range,
- vec4 ext_r,
- vec4 ext_g,
- vec4 ext_b,
- vec4 ext_a,
- out vec4 outcol)
-{
- vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
- vec3 samp;
- samp.r = texture(curvemap, co.xw).a;
- samp.g = texture(curvemap, co.yw).a;
- samp.b = texture(curvemap, co.zw).a;
-
- samp.r = curve_extrapolate(co.x, samp.r, ext_a);
- samp.g = curve_extrapolate(co.y, samp.g, ext_a);
- samp.b = curve_extrapolate(co.z, samp.b, ext_a);
-
- vec3 rgb_min = vec3(ext_r.x, ext_g.x, ext_b.x);
- co.xyz = RANGE_RESCALE(samp.rgb, rgb_min, range.rgb);
-
- samp.r = texture(curvemap, co.xw).r;
- samp.g = texture(curvemap, co.yw).g;
- samp.b = texture(curvemap, co.zw).b;
-
- outcol.r = curve_extrapolate(co.x, samp.r, ext_r);
- outcol.g = curve_extrapolate(co.y, samp.g, ext_g);
- outcol.b = curve_extrapolate(co.z, samp.b, ext_b);
- outcol.a = col.a;
-
- outcol = mix(col, outcol, fac);
-}
-
-void curves_rgb_opti(float fac,
- vec4 col,
- sampler1DArray curvemap,
- float layer,
- vec4 range,
- vec4 ext_a,
- out vec4 outcol)
-{
- vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
- vec3 samp;
- samp.r = texture(curvemap, co.xw).a;
- samp.g = texture(curvemap, co.yw).a;
- samp.b = texture(curvemap, co.zw).a;
-
- outcol.r = curve_extrapolate(co.x, samp.r, ext_a);
- outcol.g = curve_extrapolate(co.y, samp.g, ext_a);
- outcol.b = curve_extrapolate(co.z, samp.b, ext_a);
- outcol.a = col.a;
-
- outcol = mix(col, outcol, fac);
-}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl
new file mode 100644
index 00000000000..2dd51029cef
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl
@@ -0,0 +1,28 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void separate_color_rgb(vec4 col, out float r, out float g, out float b)
+{
+ r = col.r;
+ g = col.g;
+ b = col.b;
+}
+
+void separate_color_hsv(vec4 col, out float r, out float g, out float b)
+{
+ vec4 hsv;
+
+ rgb_to_hsv(col, hsv);
+ r = hsv[0];
+ g = hsv[1];
+ b = hsv[2];
+}
+
+void separate_color_hsl(vec4 col, out float r, out float g, out float b)
+{
+ vec4 hsl;
+
+ rgb_to_hsl(col, hsl);
+ r = hsl[0];
+ g = hsl[1];
+ b = hsl[2];
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl
index 180e0fd1940..8e475ec39a7 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
void separate_hsv(vec4 col, out float h, out float s, out float v)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
index edc2fa32177..8d9773913ff 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
@@ -1,5 +1,5 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
vec2 calc_brick_texture(vec3 p,
float mortar_size,
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
index da131978f72..cf7d6ae18e6 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void node_tex_environment_equirectangular(vec3 co, out vec3 uv)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl
index 1552a2facc3..961fe23e67e 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl)
/* 1D Musgrave fBm
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 c90b2211dcf..3df6f7b29fb 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
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_fractal_noise.glsl)
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
index dd12b602edf..0fb8ef15f5f 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -1,5 +1,5 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
/*
* Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
index eed98232d0b..c24a9417219 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_material_fractal_noise.glsl)
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
index 030b58f0736..c5081372aa4 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
/* White Noise */
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl
new file mode 100644
index 00000000000..87048e5c5d6
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl
@@ -0,0 +1,71 @@
+void normal_transform_object_to_world(vec3 vin, out vec3 vout)
+{
+ vout = normal_object_to_world(vin);
+}
+
+void normal_transform_world_to_object(vec3 vin, out vec3 vout)
+{
+ vout = normal_world_to_object(vin);
+}
+
+void direction_transform_object_to_world(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ModelMatrix, vin);
+}
+
+void direction_transform_object_to_view(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ModelMatrix, vin);
+ vout = transform_direction(ViewMatrix, vout);
+}
+
+void direction_transform_view_to_world(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ViewMatrixInverse, vin);
+}
+
+void direction_transform_view_to_object(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ViewMatrixInverse, vin);
+ vout = transform_direction(ModelMatrixInverse, vout);
+}
+
+void direction_transform_world_to_view(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ViewMatrix, vin);
+}
+
+void direction_transform_world_to_object(vec3 vin, out vec3 vout)
+{
+ vout = transform_direction(ModelMatrixInverse, vin);
+}
+
+void point_transform_object_to_world(vec3 vin, out vec3 vout)
+{
+ vout = point_object_to_world(vin);
+}
+
+void point_transform_object_to_view(vec3 vin, out vec3 vout)
+{
+ vout = point_object_to_view(vin);
+}
+
+void point_transform_view_to_world(vec3 vin, out vec3 vout)
+{
+ vout = point_view_to_world(vin);
+}
+
+void point_transform_view_to_object(vec3 vin, out vec3 vout)
+{
+ vout = point_view_to_object(vin);
+}
+
+void point_transform_world_to_view(vec3 vin, out vec3 vout)
+{
+ vout = point_world_to_view(vin);
+}
+
+void point_transform_world_to_object(vec3 vin, out vec3 vout)
+{
+ vout = point_world_to_object(vin);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl
deleted file mode 100644
index f6dec1b24e2..00000000000
--- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/* ext is vec4(in_x, in_dy, out_x, out_dy). */
-float curve_vec_extrapolate(float x, float y, vec4 ext)
-{
- if (x < 0.0) {
- return y + x * ext.y;
- }
- else if (x > 1.0) {
- return y + (x - 1.0) * ext.w;
- }
- else {
- return y;
- }
-}
-
-#define RANGE_RESCALE(x, min, range) ((x - min) * range)
-
-void curves_vec(float fac,
- vec3 vec,
- sampler1DArray curvemap,
- float layer,
- vec3 range,
- vec4 ext_x,
- vec4 ext_y,
- vec4 ext_z,
- out vec3 outvec)
-{
- vec4 co = vec4(vec, layer);
-
- vec3 xyz_min = vec3(ext_x.x, ext_y.x, ext_z.x);
- co.xyz = RANGE_RESCALE(co.xyz, xyz_min, range);
-
- outvec.x = texture(curvemap, co.xw).x;
- outvec.y = texture(curvemap, co.yw).y;
- outvec.z = texture(curvemap, co.zw).z;
-
- outvec.x = curve_vec_extrapolate(co.x, outvec.r, ext_x);
- outvec.y = curve_vec_extrapolate(co.y, outvec.g, ext_y);
- outvec.z = curve_vec_extrapolate(co.z, outvec.b, ext_z);
-
- outvec = mix(vec, outvec, fac);
-}
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 8f6bf17f195..018784c42a5 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
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
void vector_math_add(vec3 a, vec3 b, vec3 c, float scale, out vec3 outVector, out float outValue)
{
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
index ff0fb1c0418..8f7bd26ca18 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
@@ -1,4 +1,4 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
vec3 rotate_around_axis(vec3 p, vec3 axis, float angle)
{