1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
|
#ifdef OBINFO_LIB
void node_normal_map(vec4 tangent, vec3 texnormal, out vec3 outnormal)
{
if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
outnormal = g_data.N;
return;
}
tangent *= (FrontFacing ? 1.0 : -1.0);
vec3 B = tangent.w * cross(g_data.N, tangent.xyz) * sign(ObjectInfo.w);
outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * g_data.N;
outnormal = normalize(outnormal);
}
#endif
void color_to_normal_new_shading(vec3 color, out vec3 normal)
{
normal = vec3(2.0) * color - vec3(1.0);
}
void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
{
normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0);
}
void node_normal_map_mix(float strength, vec3 newnormal, out vec3 outnormal)
{
outnormal = normalize(mix(g_data.N, newnormal, max(strength, 0.0)));
}
|