void node_vector_displacement_tangent(vec4 vector, float midlevel, float scale, vec4 tangent, vec3 normal, mat4 obmat, mat4 viewmat, out vec3 result) { /* TODO(fclem): this is broken. revisit latter. */ vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz); vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz); vec3 B_object = tangent.w * normalize(cross(N_object, T_object)); vec3 offset = (vector.xyz - vec3(midlevel)) * scale; result = offset.x * T_object + offset.y * N_object + offset.z * B_object; result = (obmat * vec4(result, 0.0)).xyz; } void node_vector_displacement_object( vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result) { result = (vector.xyz - vec3(midlevel)) * scale; result = (obmat * vec4(result, 0.0)).xyz; } void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result) { result = (vector.xyz - vec3(midlevel)) * scale; }