Fix T62178 Eevee: Texture Box mapping not matching Cycles if object is scaled
The wrong transformation was used. Add a new matrix specially for this case. This also fix the Node texture coordinate that was suffering the same issue.
This commit is contained in:
@@ -99,10 +99,11 @@ enum {
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DRW_CALL_MODELVIEWINVERSE = (1 << 2),
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DRW_CALL_MODELVIEWINVERSE = (1 << 2),
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DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
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DRW_CALL_MODELVIEWPROJECTION = (1 << 3),
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DRW_CALL_NORMALVIEW = (1 << 4),
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DRW_CALL_NORMALVIEW = (1 << 4),
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DRW_CALL_NORMALWORLD = (1 << 5),
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DRW_CALL_NORMALVIEWINVERSE = (1 << 5),
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DRW_CALL_ORCOTEXFAC = (1 << 6),
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DRW_CALL_NORMALWORLD = (1 << 6),
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DRW_CALL_EYEVEC = (1 << 7),
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DRW_CALL_ORCOTEXFAC = (1 << 7),
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DRW_CALL_OBJECTINFO = (1 << 8),
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DRW_CALL_EYEVEC = (1 << 8),
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DRW_CALL_OBJECTINFO = (1 << 9),
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};
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};
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typedef struct DRWCallState {
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typedef struct DRWCallState {
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@@ -122,6 +123,7 @@ typedef struct DRWCallState {
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float modelviewinverse[4][4];
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float modelviewinverse[4][4];
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float modelviewprojection[4][4];
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float modelviewprojection[4][4];
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float normalview[3][3];
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float normalview[3][3];
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float normalviewinverse[3][3];
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float normalworld[3][3]; /* Not view dependent */
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float normalworld[3][3]; /* Not view dependent */
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float orcotexfac[2][3]; /* Not view dependent */
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float orcotexfac[2][3]; /* Not view dependent */
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float objectinfo[2];
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float objectinfo[2];
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@@ -258,6 +260,7 @@ struct DRWShadingGroup {
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int modelviewinverse;
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int modelviewinverse;
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int modelviewprojection;
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int modelviewprojection;
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int normalview;
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int normalview;
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int normalviewinverse;
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int normalworld;
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int normalworld;
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int orcotexfac;
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int orcotexfac;
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int eye;
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int eye;
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@@ -695,6 +695,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
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shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
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shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
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shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
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shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
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shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
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shgroup->normalviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL_INV);
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shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
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shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
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shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
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shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
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shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
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shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
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@@ -717,6 +718,9 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
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if (shgroup->normalview > -1) {
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if (shgroup->normalview > -1) {
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shgroup->matflag |= DRW_CALL_NORMALVIEW;
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shgroup->matflag |= DRW_CALL_NORMALVIEW;
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}
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}
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if (shgroup->normalviewinverse > -1) {
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shgroup->matflag |= DRW_CALL_NORMALVIEWINVERSE;
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}
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if (shgroup->normalworld > -1) {
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if (shgroup->normalworld > -1) {
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shgroup->matflag |= DRW_CALL_NORMALWORLD;
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shgroup->matflag |= DRW_CALL_NORMALWORLD;
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}
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}
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@@ -792,18 +792,20 @@ static void draw_matrices_model_prepare(DRWCallState *st)
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if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
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if (st->matflag & DRW_CALL_MODELVIEWPROJECTION) {
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mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
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mul_m4_m4m4(st->modelviewprojection, DST.view_data.matstate.mat[DRW_MAT_PERS], st->model);
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}
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}
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if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_EYEVEC)) {
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if (st->matflag & (DRW_CALL_NORMALVIEW | DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) {
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copy_m3_m4(st->normalview, st->modelview);
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copy_m3_m4(st->normalview, st->modelview);
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invert_m3(st->normalview);
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invert_m3(st->normalview);
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transpose_m3(st->normalview);
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transpose_m3(st->normalview);
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}
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}
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if (st->matflag & (DRW_CALL_NORMALVIEWINVERSE | DRW_CALL_EYEVEC)) {
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invert_m3_m3(st->normalviewinverse, st->normalview);
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}
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/* TODO remove eye vec (unused) */
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if (st->matflag & DRW_CALL_EYEVEC) {
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if (st->matflag & DRW_CALL_EYEVEC) {
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/* Used by orthographic wires */
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/* Used by orthographic wires */
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float tmp[3][3];
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copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f);
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copy_v3_fl3(st->eyevec, 0.0f, 0.0f, 1.0f);
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invert_m3_m3(tmp, st->normalview);
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/* set eye vector, transformed to object coords */
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/* set eye vector, transformed to object coords */
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mul_m3_v3(tmp, st->eyevec);
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mul_m3_v3(st->normalviewinverse, st->eyevec);
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}
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}
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/* Non view dependent */
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/* Non view dependent */
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if (st->matflag & DRW_CALL_MODELINVERSE) {
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if (st->matflag & DRW_CALL_MODELINVERSE) {
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@@ -835,6 +837,7 @@ static void draw_geometry_prepare(DRWShadingGroup *shgroup, DRWCall *call)
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewinverse, 16, 1, (float *)state->modelviewinverse);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->modelviewprojection, 16, 1, (float *)state->modelviewprojection);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalview, 9, 1, (float *)state->normalview);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalviewinverse, 9, 1, (float *)state->normalviewinverse);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->normalworld, 9, 1, (float *)state->normalworld);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)objectinfo);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->objectinfo, 4, 1, (float *)objectinfo);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
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GPU_shader_uniform_vector(shgroup->shader, shgroup->orcotexfac, 3, 2, (float *)state->orcotexfac);
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@@ -107,6 +107,7 @@ typedef enum eGPUBuiltin {
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GPU_VOLUME_TEMPERATURE = (1 << 18),
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GPU_VOLUME_TEMPERATURE = (1 << 18),
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GPU_BARYCENTRIC_TEXCO = (1 << 19),
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GPU_BARYCENTRIC_TEXCO = (1 << 19),
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GPU_BARYCENTRIC_DIST = (1 << 20),
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GPU_BARYCENTRIC_DIST = (1 << 20),
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GPU_INVERSE_NORMAL_MATRIX = (1 << 21),
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} eGPUBuiltin;
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} eGPUBuiltin;
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typedef enum eGPUMatFlag {
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typedef enum eGPUMatFlag {
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@@ -45,6 +45,7 @@ typedef enum {
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GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
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GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
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GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
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GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
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GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
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GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
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GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
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GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
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GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
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GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
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GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
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@@ -467,6 +467,8 @@ const char *GPU_builtin_name(eGPUBuiltin builtin)
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return "unfinvviewmat";
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return "unfinvviewmat";
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else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
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else if (builtin == GPU_INVERSE_OBJECT_MATRIX)
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return "unfinvobmat";
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return "unfinvobmat";
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else if (builtin == GPU_INVERSE_NORMAL_MATRIX)
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return "unfinvnormat";
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else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
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else if (builtin == GPU_LOC_TO_VIEW_MATRIX)
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return "unflocaltoviewmat";
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return "unflocaltoviewmat";
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else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
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else if (builtin == GPU_INVERSE_LOC_TO_VIEW_MATRIX)
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@@ -719,6 +721,8 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
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BLI_dynstr_append(ds, "objmat");
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BLI_dynstr_append(ds, "objmat");
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else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
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else if (input->builtin == GPU_INVERSE_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "objinv");
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BLI_dynstr_append(ds, "objinv");
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else if (input->builtin == GPU_INVERSE_NORMAL_MATRIX)
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BLI_dynstr_append(ds, "norinv");
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else if (input->builtin == GPU_VIEW_POSITION)
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else if (input->builtin == GPU_VIEW_POSITION)
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BLI_dynstr_append(ds, "viewposition");
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BLI_dynstr_append(ds, "viewposition");
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else if (input->builtin == GPU_VIEW_NORMAL)
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else if (input->builtin == GPU_VIEW_NORMAL)
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@@ -795,6 +799,8 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
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BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
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BLI_dynstr_append(ds, "\t#define objmat ModelMatrix\n");
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if (builtins & GPU_INVERSE_OBJECT_MATRIX)
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if (builtins & GPU_INVERSE_OBJECT_MATRIX)
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BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
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BLI_dynstr_append(ds, "\t#define objinv ModelMatrixInverse\n");
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if (builtins & GPU_INVERSE_NORMAL_MATRIX)
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BLI_dynstr_append(ds, "\t#define norinv NormalMatrixInverse\n");
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if (builtins & GPU_INVERSE_VIEW_MATRIX)
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if (builtins & GPU_INVERSE_VIEW_MATRIX)
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BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
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BLI_dynstr_append(ds, "\t#define viewinv ViewMatrixInverse\n");
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if (builtins & GPU_LOC_TO_VIEW_MATRIX)
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if (builtins & GPU_LOC_TO_VIEW_MATRIX)
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@@ -61,6 +61,7 @@ static const char *BuiltinUniform_name(GPUUniformBuiltin u)
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[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
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[GPU_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
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[GPU_UNIFORM_NORMAL] = "NormalMatrix",
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[GPU_UNIFORM_NORMAL] = "NormalMatrix",
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[GPU_UNIFORM_NORMAL_INV] = "NormalMatrixInverse",
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[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
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[GPU_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
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[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
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[GPU_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
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[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
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[GPU_UNIFORM_ORCO] = "OrcoTexCoFactors",
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@@ -2,6 +2,7 @@
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrixInverse;
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uniform mat4 ModelViewMatrixInverse;
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uniform mat3 NormalMatrix;
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uniform mat3 NormalMatrix;
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uniform mat3 NormalMatrixInverse;
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#ifndef USE_ATTR
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#ifndef USE_ATTR
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uniform mat4 ModelMatrix;
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uniform mat4 ModelMatrix;
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@@ -187,6 +188,11 @@ void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
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vout = (mat * vec4(vin, 0.0)).xyz;
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vout = (mat * vec4(vin, 0.0)).xyz;
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}
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}
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void mat3_mul(vec3 vin, mat3 mat, out vec3 vout)
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{
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vout = mat * vin;
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}
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void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
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void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
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{
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{
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vout = (mat * vec4(vin, 1.0)).xyz;
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vout = (mat * vec4(vin, 1.0)).xyz;
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@@ -1868,7 +1874,7 @@ void node_tex_coord(
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out vec3 camera, out vec3 window, out vec3 reflection)
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out vec3 camera, out vec3 window, out vec3 reflection)
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{
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{
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generated = attr_orco;
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generated = attr_orco;
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normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz);
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normal = normalize(NormalMatrixInverse * N);
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uv = attr_uv;
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uv = attr_uv;
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object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
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object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
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camera = vec3(I.xy, -I.z);
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camera = vec3(I.xy, -I.z);
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@@ -2319,7 +2325,7 @@ void node_tex_image_box(vec3 texco,
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}
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}
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else {
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else {
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/* last case, we have a mix between three */
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/* last case, we have a mix between three */
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weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, 2.0 * limit - 1.0);
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weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend);
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}
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}
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color = weight.x * color1 + weight.y * color2 + weight.z * color3;
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color = weight.x * color1 + weight.y * color2 + weight.z * color3;
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@@ -123,12 +123,9 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
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GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
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GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
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break;
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break;
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case SHD_PROJ_BOX:
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case SHD_PROJ_BOX:
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GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL),
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GPU_link(mat, "mat3_mul", GPU_builtin(GPU_VIEW_NORMAL),
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GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
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GPU_builtin(GPU_INVERSE_NORMAL_MATRIX),
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&norm);
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&norm);
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GPU_link(mat, "direction_transform_m4v3", norm,
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GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
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&norm);
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GPU_link(mat, gpu_node_name, in[0].link,
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GPU_link(mat, gpu_node_name, in[0].link,
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norm,
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norm,
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GPU_image(ima, iuser, isdata),
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GPU_image(ima, iuser, isdata),
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Block a user