From e66f3eb499eed2121b63c7189c81453315e7611e Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 5 Jun 2013 15:54:39 +0000 Subject: Cycles: GLSL materials now can use multiple UV maps with the attribute node. --- source/blender/gpu/shaders/gpu_shader_material.glsl | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 145ad187823..c095d803f48 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2121,6 +2121,13 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result) /* geometry */ +void node_attribute(vec3 attr_uv, out vec4 outcol, out vec3 outvec, out float outf) +{ + outcol = vec4(attr_uv, 1.0); + outvec = attr_uv; + outf = (attr_uv.x + attr_uv.y + attr_uv.z)/3.0; +} + void node_geometry(vec3 I, vec3 N, mat4 toworld, out vec3 position, out vec3 normal, out vec3 tangent, out vec3 true_normal, out vec3 incoming, out vec3 parametric, -- cgit v1.2.3