Merge branch 'master' into blender2.8
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@@ -4148,9 +4148,38 @@ void node_bevel(float radius, vec3 N, out vec3 result)
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result = N;
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}
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void node_displacement(float height, float dist, vec3 N, out vec3 result)
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void node_displacement_object(float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
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{
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result = height * dist * N;
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N = (vec4(N, 0.0) * obmat).xyz;
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result = (height - midlevel) * scale * normalize(N);
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result = (obmat * vec4(result, 0.0)).xyz;
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}
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void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
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{
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result = (height - midlevel) * scale * normalize(N);
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}
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void node_vector_displacement_tangent(vec4 vector, float midlevel, float scale, vec4 tangent, vec3 normal, mat4 obmat, mat4 viewmat, out vec3 result)
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{
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vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
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vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
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vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
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vec3 offset = (vector.xyz - vec3(midlevel)) * scale;
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result = offset.x * T_object + offset.y * N_object + offset.z * B_object;
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result = (obmat * vec4(result, 0.0)).xyz;
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}
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void node_vector_displacement_object(vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result)
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{
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result = (vector.xyz - vec3(midlevel)) * scale;
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result = (obmat * vec4(result, 0.0)).xyz;
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}
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void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result)
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{
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result = (vector.xyz - vec3(midlevel)) * scale;
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}
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/* output */
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