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gpu_shader_material_mapping.glsl « material « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)

void mapping_mat4(
    vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
{
  mat4 mat = mat4(m0, m1, m2, m3);
  outvec = (mat * vec4(vec, 1.0)).xyz;
  outvec = clamp(outvec, minvec, maxvec);
}

void mapping_point(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
  result = (euler_to_mat3(rotation) * (vector * scale)) + location;
}

void mapping_texture(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
  result = safe_divide(transpose(euler_to_mat3(rotation)) * (vector - location), scale);
}

void mapping_vector(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
  result = euler_to_mat3(rotation) * (vector * scale);
}

void mapping_normal(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
  result = normalize(euler_to_mat3(rotation) * safe_divide(vector, scale));
}