From 14d7d480dfeef8a016a587d616691ede245781c9 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 2 May 2011 14:01:45 +0000 Subject: Fix #26807: glsl diffuse/specular was not clamping negative values, giving some inconsistent results with the renderer. --- source/blender/gpu/intern/gpu_material.c | 8 ++++---- source/blender/gpu/intern/gpu_shader_material.glsl | 10 ++++++++++ 2 files changed, 14 insertions(+), 4 deletions(-) (limited to 'source/blender/gpu/intern') diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 962c486c159..1bf70fbd38b 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -557,7 +557,7 @@ static void add_to_diffuse(GPUMaterial *mat, Material *ma, GPUShadeInput *shi, G addcol = shi->rgb; /* output to */ - GPU_link(mat, "shade_madd", *diff, rgb, addcol, diff); + GPU_link(mat, "shade_madd_clamped", *diff, rgb, addcol, diff); } static void ramp_spec_result(GPUShadeInput *shi, GPUNodeLink **spec) @@ -730,7 +730,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la if(lamp->type == LA_HEMI) { GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t); GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol); - GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec); + GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); } else { if(ma->spec_shader==MA_SPEC_PHONG) @@ -753,11 +753,11 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la GPUNodeLink *spec; do_specular_ramp(shi, specfac, t, &spec); GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), spec, &outcol); - GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec); + GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); } else { GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol); - GPU_link(mat, "shade_add", shr->spec, outcol, &shr->spec); + GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec); } } } diff --git a/source/blender/gpu/intern/gpu_shader_material.glsl b/source/blender/gpu/intern/gpu_shader_material.glsl index 03883fb4f57..feb0a84fa87 100644 --- a/source/blender/gpu/intern/gpu_shader_material.glsl +++ b/source/blender/gpu/intern/gpu_shader_material.glsl @@ -1686,6 +1686,16 @@ void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol) outcol = col + col1*col2; } +void shade_add_clamped(vec4 col1, vec4 col2, out vec4 outcol) +{ + outcol = col1 + max(col2, vec4(0.0, 0.0, 0.0, 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)); +} + void shade_maddf(vec4 col, float f, vec4 col1, out vec4 outcol) { outcol = col + f*col1; -- cgit v1.2.3