diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_texture.c')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_texture.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_texture.c b/source/blender/nodes/shader/nodes/node_shader_texture.c index 365319844a8..737ec7d1c4b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_texture.c +++ b/source/blender/nodes/shader/nodes/node_shader_texture.c @@ -56,19 +56,19 @@ static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node float vec[3], nor[3] = {0.0f, 0.0f, 0.0f}; int retval; short which_output = node->custom1; - + short thread = shi->thread; - + /* out: value, color, normal */ - + /* we should find out if a normal as output is needed, for now we do all */ texres.nor = nor; texres.tr = texres.tg = texres.tb = 0.0f; - + /* don't use in[0]->hasinput, see material node for explanation */ if (sock_vector->link) { nodestack_get_vec(vec, SOCK_VECTOR, in[0]); - + if (in[0]->datatype == NS_OSA_VECTORS) { float *fp = in[0]->data; retval = multitex_nodes((Tex *)node->id, vec, fp, fp + 3, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); @@ -76,7 +76,7 @@ static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node else if (in[0]->datatype == NS_OSA_VALUES) { const float *fp = in[0]->data; float dxt[3], dyt[3]; - + dxt[0] = fp[0]; dxt[1] = dxt[2] = 0.0f; dyt[0] = fp[1]; dyt[1] = dyt[2] = 0.0f; retval = multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL, NULL); @@ -88,19 +88,19 @@ static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node copy_v3_v3(vec, shi->lo); retval = multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL, NULL); } - + /* stupid exception */ if ( ((Tex *)node->id)->type == TEX_STUCCI) { texres.tin = 0.5f + 0.7f * texres.nor[0]; CLAMP(texres.tin, 0.0f, 1.0f); } - + /* intensity and color need some handling */ if (texres.talpha) out[0]->vec[0] = texres.ta; else out[0]->vec[0] = texres.tin; - + if ((retval & TEX_RGB) == 0) { copy_v3_fl(out[1]->vec, out[0]->vec[0]); out[1]->vec[3] = 1.0f; @@ -109,13 +109,13 @@ static void node_shader_exec_texture(void *data, int UNUSED(thread), bNode *node copy_v3_v3(out[1]->vec, &texres.tr); out[1]->vec[3] = 1.0f; } - + copy_v3_v3(out[2]->vec, nor); - + if (shi->do_preview) { BKE_node_preview_set_pixel(execdata->preview, out[1]->vec, shi->xs, shi->ys, shi->do_manage); } - + } } |