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void differentiate_texco(vec3 v, out vec3 df)
{
/* Implementation defined. */
df = v + dF_impl(v);
}
/* Overload for UVs which are loaded as generic attributes. */
void differentiate_texco(vec4 v, out vec3 df)
{
/* Implementation defined. */
df = v.xyz + dF_impl(v.xyz);
}
void node_bump(
float strength, float dist, float height, vec3 N, vec2 dHd, float invert, out vec3 result)
{
N = normalize(N);
dist *= FrontFacing ? invert : -invert;
#ifdef GPU_FRAGMENT_SHADER
vec3 dPdx = dFdx(g_data.P);
vec3 dPdy = dFdy(g_data.P);
/* Get surface tangents from normal. */
vec3 Rx = cross(dPdy, N);
vec3 Ry = cross(N, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
vec3 surfgrad = dHd.x * Rx + dHd.y * Ry;
strength = max(strength, 0.0);
result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
result = normalize(mix(N, result, strength));
#else
result = N;
#endif
}
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