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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
void node_hair_info(float hair_length,
out float is_strand,
out float intercept,
out float out_length,
out float thickness,
out vec3 tangent,
out float random)
{
is_strand = float(g_data.is_strand);
intercept = g_data.hair_time;
thickness = g_data.hair_thickness;
out_length = hair_length;
tangent = g_data.T;
/* TODO: could be precomputed per strand instead. */
random = wang_hash_noise(uint(g_data.hair_strand_id));
}
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