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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl

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void node_geometry(vec3 I,
vec3 N,
vec3 orco,
mat4 objmat,
mat4 toworld,
vec2 barycentric,
out vec3 position,
out vec3 normal,
out vec3 tangent,
out vec3 true_normal,
out vec3 incoming,
out vec3 parametric,
out float backfacing,
out float pointiness,
out float random_per_island)
{
/* handle perspective/orthographic */
vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
incoming = -(toworld * vec4(I_view, 0.0)).xyz;
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
position = -incoming;
true_normal = normal = incoming;
tangent = parametric = vec3(0.0);
vec3(0.0);
backfacing = 0.0;
pointiness = 0.0;
#else
position = worldPosition;
# ifndef VOLUMETRICS
normal = normalize(N);
vec3 B = dFdx(worldPosition);
vec3 T = dFdy(worldPosition);
true_normal = normalize(cross(B, T));
# else
normal = (toworld * vec4(N, 0.0)).xyz;
true_normal = normal;
# endif
tangent_orco_z(orco, orco);
node_tangent(N, orco, objmat, tangent);
parametric = vec3(barycentric, 0.0);
backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
pointiness = 0.5;
random_per_island = 0.0;
#endif
}