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
|
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;
}
|