diff options
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 92 |
1 files changed, 40 insertions, 52 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index be974768cae..8c87debb132 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -18,9 +18,9 @@ out vec4 fragColor; float convert_rgba_to_float(vec4 color) { #ifdef USE_NEW_SHADING - return color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; + return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); #else - return (color.r + color.g + color.b) / 3.0; + return (color.r + color.g + color.b) * 0.333333; #endif } @@ -68,7 +68,7 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol) h = 0.0; } else { - c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta; + c = (vec3(cmax) - rgb.xyz) / cdelta; if (rgb.x == cmax) h = c[2] - c[1]; else if (rgb.y == cmax) h = 2.0 + c[0] - c[2]; @@ -181,7 +181,7 @@ void color_to_blender_normal_new_shading(vec3 color, out vec3 normal) void vcol_attribute(vec4 attvcol, out vec4 vcol) { - vcol = vec4(attvcol.x, attvcol.y, attvcol.z, 1.0); + vcol = vec4(attvcol.xyz, 1.0); } void uv_attribute(vec2 attuv, out vec3 uv) @@ -437,13 +437,13 @@ void squeeze(float val, float width, float center, out float outval) void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = v1 + v2; - outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) / 3.0; + outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; } void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = v1 - v2; - outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) / 3.0; + outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; } void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval) @@ -459,7 +459,7 @@ void vec_math_mix(float strength, vec3 v1, vec3 v2, out vec3 outvec) void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { - outvec = vec3(0, 0, 0); + outvec = vec3(0); outval = dot(v1, v2); } @@ -841,15 +841,16 @@ void valtorgb(float fac, sampler2D colormap, out vec4 outcol, out float outalpha void rgbtobw(vec4 color, out float outval) { #ifdef USE_NEW_SHADING - outval = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; + vec3 factors = vec3(0.2126, 0.7152, 0.0722); #else - outval = color.r * 0.35 + color.g * 0.45 + color.b * 0.2; /* keep these factors in sync with texture.h:RGBTOBW */ + vec3 factors = vec3(0.35, 0.45, 0.2); /* keep these factors in sync with texture.h:RGBTOBW */ #endif + outval = dot(color.rgb, factors); } void invert(float fac, vec4 col, out vec4 outcol) { - outcol.xyz = mix(col.xyz, vec3(1.0, 1.0, 1.0) - col.xyz, fac); + outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac); outcol.w = col.w; } @@ -934,12 +935,12 @@ void texture_flip_blend(vec3 vec, out vec3 outvec) void texture_blend_lin(vec3 vec, out float outval) { - outval = (1.0 + vec.x) / 2.0; + outval = (1.0 + vec.x) * 0.5; } void texture_blend_quad(vec3 vec, out float outval) { - outval = max((1.0 + vec.x) / 2.0, 0.0); + outval = max((1.0 + vec.x) * 0.5, 0.0); outval *= outval; } @@ -950,12 +951,12 @@ void texture_wood_sin(vec3 vec, out float value, out vec4 color, out vec3 normal value = wi; color = vec4(wi, wi, wi, 1.0); - normal = vec3(0.0, 0.0, 0.0); + normal = vec3(0.0); } void texture_image(vec3 vec, sampler2D ima, out float value, out vec4 color, out vec3 normal) { - color = texture(ima, (vec.xy + vec2(1.0, 1.0)) * 0.5); + color = texture(ima, (vec.xy + vec2(1.0)) * 0.5); value = color.a; normal.x = 2.0 * (color.r - 0.5); @@ -973,7 +974,7 @@ void texco_orco(vec3 attorco, out vec3 orco) void texco_uv(vec2 attuv, out vec3 uv) { /* disabled for now, works together with leaving out mtex_2d_mapping - uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0); */ + uv = vec3(attuv * 2.0 - vec2(1.0), 0.0); */ uv = vec3(attuv, 0.0); } @@ -1295,11 +1296,7 @@ void mtex_har_divide(float har, out float outhar) void mtex_har_multiply_clamp(float har, out float outhar) { - har *= 128.0; - - if (har < 1.0) outhar = 1.0; - else if (har > 511.0) outhar = 511.0; - else outhar = har; + outhar = clamp(har * 128.0, 1.0, 511.0); } void mtex_alpha_from_col(vec4 col, out float alpha) @@ -2038,7 +2035,7 @@ void shade_add_to_diffuse(float i, vec3 lampcol, vec3 col, out vec3 outcol) if (i > 0.0) outcol = i * lampcol * col; else - outcol = vec3(0.0, 0.0, 0.0); + outcol = vec3(0.0); } void shade_hemi_spec(vec3 vn, vec3 lv, vec3 view, float spec, float hard, float visifac, out float t) @@ -2195,12 +2192,12 @@ void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol) void shade_add_clamped(vec4 col1, vec4 col2, out vec4 outcol) { - outcol = col1 + max(col2, vec4(0.0, 0.0, 0.0, 0.0)); + outcol = col1 + max(col2, vec4(0.0)); } void shade_madd_clamped(vec4 col, vec4 col1, vec4 col2, out vec4 outcol) { - outcol = col + max(col1 * col2, vec4(0.0, 0.0, 0.0, 0.0)); + outcol = col + max(col1 * col2, vec4(0.0)); } void env_apply(vec4 col, vec3 hor, vec3 zen, vec4 f, mat4 vm, vec3 vn, out vec4 outcol) @@ -2237,7 +2234,7 @@ void shade_obcolor(vec4 col, vec4 obcol, out vec4 outcol) void ramp_rgbtobw(vec3 color, out float outval) { - outval = color.r * 0.3 + color.g * 0.58 + color.b * 0.12; + outval = dot(color, vec3(0.3, 0.58, 0.12)); } void shade_only_shadow(float i, float shadfac, float energy, vec3 shadcol, out vec3 outshadrgb) @@ -2706,7 +2703,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad if (NdotL >= 0.0 && NdotV >= 0.0) { float NdotH = dot(N, H); - float Cdlum = 0.3 * base_color.r + 0.6 * base_color.g + 0.1 * base_color.b; // luminance approx. + float Cdlum = dot(base_color.rgb, vec3(0.3, 0.6, 0.1)); // luminance approx. vec3 Ctint = Cdlum > 0 ? base_color.rgb / Cdlum : vec3(1.0); // normalize lum. to isolate hue+sat vec3 Cspec0 = mix(specular * 0.08 * mix(vec3(1.0), Ctint, specular_tint), base_color.rgb, metallic); @@ -3405,10 +3402,9 @@ float noise_turbulence(vec3 p, float octaves, int hard) float fscale = 1.0; float amp = 1.0; float sum = 0.0; - int i, n; octaves = clamp(octaves, 0.0, 16.0); - n = int(octaves); - for (i = 0; i <= n; i++) { + int n = int(octaves); + for (int i = 0; i <= n; i++) { float t = noise(fscale * p); if (hard != 0) { t = abs(2.0 * t - 1.0); @@ -3418,7 +3414,7 @@ float noise_turbulence(vec3 p, float octaves, int hard) fscale *= 2.0; } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { + if (rmd != 0.0) { float t = noise(fscale * p); if (hard != 0) { t = abs(2.0 * t - 1.0); @@ -3468,9 +3464,8 @@ float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves) float value = 0.0; float pwr = 1.0; float pwHL = pow(lacunarity, -H); - int i; - for (i = 0; i < int(octaves); i++) { + for (int i = 0; i < int(octaves); i++) { value += snoise(p) * pwr; pwr *= pwHL; p *= lacunarity; @@ -3496,9 +3491,8 @@ float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octa float value = 1.0; float pwr = 1.0; float pwHL = pow(lacunarity, -H); - int i; - for (i = 0; i < int(octaves); i++) { + for (int i = 0; i < int(octaves); i++) { value *= (pwr * snoise(p) + 1.0); pwr *= pwHL; p *= lacunarity; @@ -3524,13 +3518,12 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct float value, increment, rmd; float pwHL = pow(lacunarity, -H); float pwr = pwHL; - int i; /* first unscaled octave of function; later octaves are scaled */ value = offset + snoise(p); p *= lacunarity; - for (i = 1; i < int(octaves); i++) { + for (int i = 1; i < int(octaves); i++) { increment = (snoise(p) + offset) * pwr * value; value += increment; pwr *= pwHL; @@ -3559,13 +3552,12 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo float result, signal, weight, rmd; float pwHL = pow(lacunarity, -H); float pwr = pwHL; - int i; result = snoise(p) + offset; weight = gain * result; p *= lacunarity; - for (i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { if (weight > 1.0) weight = 1.0; @@ -3596,14 +3588,13 @@ float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, flo float result, signal, weight; float pwHL = pow(lacunarity, -H); float pwr = pwHL; - int i; signal = offset - abs(snoise(p)); signal *= signal; result = signal; weight = 1.0; - for (i = 1; i < int(octaves); i++) { + for (int i = 1; i < int(octaves); i++) { p *= lacunarity; weight = clamp(signal * gain, 0.0, 1.0); signal = offset - abs(snoise(p)); @@ -3625,15 +3616,15 @@ float svm_musgrave(int type, float gain, vec3 p) { - if (type == 0 /*NODE_MUSGRAVE_MULTIFRACTAL*/) + if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); - else if (type == 1 /*NODE_MUSGRAVE_FBM*/) + else if (type == 1 /* NODE_MUSGRAVE_FBM */) return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); - else if (type == 2 /*NODE_MUSGRAVE_HYBRID_MULTIFRACTAL*/) + else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) return intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); - else if (type == 3 /*NODE_MUSGRAVE_RIDGED_MULTIFRACTAL*/) + else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) return intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); - else if (type == 4 /*NODE_MUSGRAVE_HETERO_TERRAIN*/) + else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset); return 0.0; } @@ -3908,22 +3899,19 @@ void node_output_specular( void material_preview_matcap(vec4 color, sampler2D ima, vec4 N, vec4 mask, out vec4 result) { vec3 normal; - vec2 tex; #ifndef USE_OPENSUBDIV /* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors * between shader stages and we want the full range of the normal */ - normal = vec3(2.0, 2.0, 2.0) * vec3(N.x, N.y, N.z) - vec3(1.0, 1.0, 1.0); - if (normal.z < 0.0) { - normal.z = 0.0; - } + normal = 2.0 * N.xyz - vec3(1.0); + normal.z = max(normal.z, 0.0); normal = normalize(normal); #else normal = inpt.v.normal; - mask = vec4(1.0, 1.0, 1.0, 1.0); + mask = vec4(1.0); #endif - tex.x = 0.5 + 0.49 * normal.x; - tex.y = 0.5 + 0.49 * normal.y; + vec2 tex = 0.49 * normal.xy + vec2(0.5); + result = texture(ima, tex) * mask; } |