diff options
Diffstat (limited to 'source/blender/gpu/shaders')
5 files changed, 29 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl index 6091a5c834a..c0821085c8d 100644 --- a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl +++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl @@ -187,8 +187,10 @@ struct ClosureTransparency { struct GlobalData { /** World position. */ vec3 P; - /** Surface Normal. */ + /** Surface Normal. Normalized, overriden by bump displacement. */ vec3 N; + /** Raw interpolated normal (non-normalized) data. */ + vec3 Ni; /** Geometric Normal. */ vec3 Ng; /** Curve Tangent Space. */ 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 2ae53b35b3f..af4a511d627 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl @@ -12,6 +12,16 @@ void node_attribute_temperature(vec4 attr, out vec4 out_attr) out_attr.w = 1.0; } +void node_attribute_density(vec4 attr, out float out_attr) +{ + out_attr = attr.x; +} + +void node_attribute_flame(vec4 attr, out float out_attr) +{ + out_attr = attr.x; +} + 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_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl index cdcdbe50917..52b4edf665f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl @@ -1,6 +1,6 @@ void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result) { - N = transform_direction(ModelMatrix, N); + N = transform_direction(ModelMatrixInverse, N); result = (height - midlevel) * scale * normalize(N); /* Apply object scale and orientation. */ result = transform_direction(ModelMatrix, result); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl index a54dc59ddfe..3fc4992f7c4 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl @@ -3,13 +3,13 @@ void node_normal_map(vec4 tangent, vec3 texnormal, out vec3 outnormal) { if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { - outnormal = g_data.N; + outnormal = g_data.Ni; return; } tangent *= (FrontFacing ? 1.0 : -1.0); - vec3 B = tangent.w * cross(g_data.N, tangent.xyz) * sign(ObjectInfo.w); + vec3 B = tangent.w * cross(g_data.Ni, tangent.xyz) * sign(ObjectInfo.w); - outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.N; + outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.Ni; outnormal = normalize(outnormal); } #endif diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl index 2e695fa3e14..0d8f2272c10 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl @@ -149,25 +149,37 @@ void node_bsdf_principled(vec4 base_color, max(roughness, transmission_roughness); refraction_data.ior = ior; + /* Ref. T98190: Defines are optimizations for old compilers. + * Might become unecessary with EEVEE-Next. */ if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat != 0.0) { +#ifdef PRINCIPLED_CLEARCOAT /* Metallic & Clearcoat case. */ result = closure_eval(reflection_data, clearcoat_data); +#endif } else if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat == 0.0) { +#ifdef PRINCIPLED_METALLIC /* Metallic case. */ result = closure_eval(reflection_data); +#endif } else if (do_diffuse != 0.0 && do_refraction == 0.0 && do_clearcoat == 0.0) { +#ifdef PRINCIPLED_DIELECTRIC /* Dielectric case. */ result = closure_eval(diffuse_data, reflection_data); +#endif } else if (do_diffuse == 0.0 && do_refraction != 0.0 && do_clearcoat == 0.0) { +#ifdef PRINCIPLED_GLASS /* Glass case. */ result = closure_eval(reflection_data, refraction_data); +#endif } else { +#ifdef PRINCIPLED_ANY /* Un-optimized case. */ result = closure_eval(diffuse_data, reflection_data, clearcoat_data, refraction_data); +#endif } Closure emission_cl = closure_eval(emission_data); Closure transparency_cl = closure_eval(transparency_data); |