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2015-03-24BGE: Fix T43592: World GLSLThomas Szepe
This patch will fix the world GLSL (mist, background, ambient) update for the BGE. Reviewers: moguri, brecht Reviewed By: moguri, brecht Subscribers: panzergame Differential Revision: https://developer.blender.org/D151
2015-03-18Simplify math in mix_linear glsl function. Thanks to valentin forAntony Riakiotakis
pointing out on irc.
2015-02-13Fix T43649: Geometry node breaks GLSL shadingSergey Sharybin
The issue was caused by the recently added attribute, which is to be added to the shader function even tho it's not supported.
2015-02-04GLSL: On some cards '>' can't operate on 'float' and 'int'Sergey Sharybin
So make it so comparison doesn't imply type-cast.
2015-02-03Fix T43380 modulo operation in GLSL does not return negatives.Antony Riakiotakis
Make it so by checking operand sign.
2015-02-02Adjust GLSL drawing of window coordinates from camera view (use cameraAntony Riakiotakis
bounds instead of window bounds). Fixes remaining part of T43346
2015-01-27Fix T43250, lamp node did not use energy when used with nodes in blenderAntony Riakiotakis
internal. Similar to fix for T42074 we need to multiply with energy -after- texture application.
2015-01-17Fix T43273: vector math cross product inconsistentKévin Dietrich
GLSL missed the normalization step. Reviewers: psy-fi, sergey, mont29 Reviewed By: mont29, sergey Subscribers: mont29 Maniphest Tasks: T43273 Differential Revision: https://developer.blender.org/D1000
2014-12-31Modify shader for texture coordinates of objects to also match theAntony Riakiotakis
rendered result more closely (all three parameters should match now)
2014-12-31Corrections to world texture coordinates to match the rendered resultAntony Riakiotakis
more closely
2014-12-10Fix T42184: Normal not displayed correctly in Material ViewportSergey Sharybin
There was a differences between how Cycles and BI treats Normal shader: - Different normal direction assumption - Different policy about vector normalization Previous idea of trying to use single function and flip the output if needed becomes more tricky, so i've just added new GLSL function which corresponds to how Cycles deals with the Normal shader.
2014-11-26Do not use mipmapping on envmaps, can cause discontinuities onAntony Riakiotakis
environmental mapping when crossing the seam boundary. Also output our favourite magenda on missing texture.
2014-11-26World background working on cycle nodes.Antony Riakiotakis
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
2014-11-21Fix leftover f postfix from C code.Antony Riakiotakis
2014-11-20Fix T42622, environment texture GLSL result different from rendering.Antony Riakiotakis
Also included mirror ball shader, which was missing.
2014-11-09GLSL: specular transparency support for Blender internal materialsDontsov Valentin
Reviewed By: brecht Differential Revision: https://developer.blender.org/D781
2014-11-07Fix assert failure in GPU codegenSergey Sharybin
Even though GLSL allows to have polymorphic functions our codegen is not aware of this at all. Let's rename the functions for now, but in the future would be handy to make codegen aware of the polymorphic functions.
2014-11-06Fix T42492, Shading error with fresnel weight node.Antony Riakiotakis
Orthographic case needs different handling.
2014-11-04Fix T42445: Clamp flag has no effect on result value in Math and MixRGB ↵Sergey Sharybin
shader nodes (Blender Render) Quite striaghtforward implementation, with the only weird thing that for some reason my video driver wasn't happy with calling the function "clamp" giving some weirdo shader compilation error messages. Called the GPU function clamp_val which can handle float and vec3.
2014-10-21Simplify GLSL in bump mapping, use gl_NormalMatrix where appropriate.Antony Riakiotakis
tangents are directions and should be transformed like directions.
2014-10-07Cleanup to previous commit, we can reuse set_rgb instead of new functionAntony Riakiotakis
2014-10-07Fix T42074, textured lamps influncing other layersAntony Riakiotakis
The solution is to do the multiplication with the energy in the shader after texture application. We might be able to avoid setting dyncol completely, but this needs better investigation. Some shader paths also look a bit redundant. Also, texture mapping is not supported very well for light lamps, might also need investigation.
2014-09-02A bit of a code cleanup in GLSL shaderSergey Sharybin
2014-09-02Support window coordinates in cycles nodes.Antony Riakiotakis
2014-09-02Fix second part of T41068 -- reflection mapping was wrongSergey Sharybin
Few things: - reflect() takes arguments in this order: N, I, it was swapped in the previous code for some reason. - Normal and view vectors are to be normalized. For the view vector we're now using shade_view() in order to deal with the ortho camera. However, Cycles does not support ortho camera for reflection, but this is easy to do in a separate commit. - Reflection vector is to be in the world space. Kudos to Antony Riakiotakis for figuring this out!
2014-08-22Fix T41068: 3D viewport shading - Material or Window vs. RenderedSergey Sharybin
Checked with Brecht, Cycles indeed expects generated to be in 0..1 space instead of -1..1 as it is in BI.
2014-08-18Fix T41456: soft light texture blend mode zero effectAntony Riakiotakis
Soft light and Linear light blend modes weren't implemented in glsl Reviewers: psy-fi Maniphest Tasks: T41456 Differential Revision: https://developer.blender.org/D744
2014-07-19Fix T40658: UV map node not working for GLSL materials.Brecht Van Lommel
2014-06-20Fix 2 GLSL errors, with Cycles Hair BSDF.Thomas Dinges
2014-06-14Implement GLSL code for XYZ nodes.Thomas Dinges
2014-06-04Fix T40478: wrong cycles fresnel with GLSL materials in the viewport.Brecht Van Lommel
2014-05-30Fix T40078: GLSL Lamp with OnlyShadow makes weird colors in object.IRIE Shinsuke
To prevent only shadow lamps from producing negative colors, shr->diff and shr->spec should've been clamped to positive values after lamp loop.
2014-05-07Nodes: add absolute value operation to all math nodesMatt Heimlich
Reviewed By: dingto, brecht Differential Revision: https://developer.blender.org/D507
2014-04-29Fix for wrong behavior of 'darken' blend mode with factor.Kevin Dietrich
The formula was not consistent across Blender and behaved strangely, now it is a simple linear blend between color1 and min(color1, color2). Reviewed By: brecht Differential Revision: https://developer.blender.org/D489
2014-04-21Fix GLSL after 7765b73f6d20 (Transparent Depth).Thomas Dinges
2014-04-01Make matcaps suck lessAntony Riakiotakis
This commit does various changes for matcaps: One is taking advantage of drawing with pbvh (which would only happen with dyntopo previously) and drawing with partial redraw during sculpting. The second one is support for masks. To make this work in the special case of multires, which uses flat shading, I use the only available flat shaded builtins in OpenGL 2.0 which are color and secondary color. Abusing colors in that way is also essential for flat shading to work if we are to use pbvh draw in multires, since it is the color that is being interpolated flatly, not the normal (which can only interpolated smoothly). The pbvh drawing code for multires used last triangle element's normal to compute the shading which would only produce smooth results. This could change if we did the shading in the vertex shader for flat shaded primitives, but this is more complex and makes it harder to have one shader to rule the mole. Also increased the brightness of the default diffuse color for sculpting. This should be useful since artists like to tweak the lighting settings and it will give them the full dynamic range of the lights, but also it helps with correct brightness of sculpted matcaps. Reviewers: brecht Differential Revision: https://developer.blender.org/D435
2014-03-06Fix T38973: GLSL error, when using Cycles Light Path node.Thomas Dinges
2014-01-14Fix GLSL compatible_pow to give 1.0 for 0 ^ 0Sv. Lockal
2013-11-25Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire ↵IRIE Shinsuke
information such as light vector from specified Lamp. For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
2013-11-24Blender Internal: Revert own previous commit for "Camera Data" node, correct ↵IRIE Shinsuke
GLSL code for view vector output of "Geometry" node. Revert 0c7d2de38219. The "Camera Data" node actually gives the location of the point in camera coordinate system. To obtain actual camera data, we can use "Geometry" node instead. Also modify the "Geometry" node, to produce correct view vector output in orthographic GLSL preview.
2013-11-24Blender Internal: Fix shader node "Camera Data" that doesn't consider ↵IRIE Shinsuke
orthographic view. Note that Cycles still needs to fix.
2013-11-22Cycles: Add a "Normal" input socket to the Layer Weight node + GLSL drawing ↵Thomas Dinges
code. Patch by lichtwerk (Philipp Oeser). Differential Revision: http://developer.blender.org/D28
2013-11-21Blender Internal: Add shader nodes "Separate HSV" and "Combine HSV", same as ↵IRIE Shinsuke
Cycles' ones.
2013-11-12Change the behavior of AO pass in Blender internal's shader/render node tree ↵Irie Shinsuke
so that it becomes (1.0, 1.0, 1.0) when AO is disabled. For materials using AO pass, this makes the material preview and the GLSL preview more accurate, but shouldn't affect final rendering in most cases because we usually enable AO when using the AO pass in node tree. Thanks to Brecht for code review.
2013-11-09Cycles / Fresnel Node:Thomas Dinges
* Add a "Normal" Input to the Fresnel node. * Fix for the Fresnel GLSL code (normalize the Incoming vector). Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
2013-09-30Fix #36882: cycles gamma node not working with glsl materials.Brecht Van Lommel
2013-09-20FIX: [#27536] GLSL object space normal maps have wrong shadingAndrea Weikert
Added object and world space for normal map in GLSL view.
2013-09-16Fix #36734 Matcap displays solid black.Lukas Toenne
GLSL typo in r60151 caused this.
2013-09-16Cycles Hair: Two basic bair shaders addedStuart Broadfoot
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift. Llimitations include: -No glint or fresnel adjustments. -The 'offset' is un-used when triangle primitives are used.
2013-09-05Fix broken GLSL shader after recent changes.Brecht Van Lommel