Avoid computing the non-derivative height twice. The height is now computed as part of the main function, while the height at x and y offsets are still computed on a separate function. The differentials are now computed directly at node_bump. Co-authored-by: Miguel Pozo <pragma37@gmail.com> Pull Request #104595
48 lines
1.1 KiB
GLSL
48 lines
1.1 KiB
GLSL
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void differentiate_texco(vec3 v, out vec3 df)
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{
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/* Implementation defined. */
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df = v + dF_impl(v);
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}
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/* Overload for UVs which are loaded as generic attributes. */
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void differentiate_texco(vec4 v, out vec3 df)
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{
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/* Implementation defined. */
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df = v.xyz + dF_impl(v.xyz);
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}
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void node_bump(float strength,
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float dist,
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float height,
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vec3 N,
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vec2 height_xy,
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float invert,
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out vec3 result)
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{
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N = normalize(N);
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dist *= FrontFacing ? invert : -invert;
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#ifdef GPU_FRAGMENT_SHADER
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vec3 dPdx = dFdx(g_data.P);
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vec3 dPdy = dFdy(g_data.P);
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/* Get surface tangents from normal. */
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vec3 Rx = cross(dPdy, N);
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vec3 Ry = cross(N, dPdx);
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/* Compute surface gradient and determinant. */
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float det = dot(dPdx, Rx);
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vec2 dHd = height_xy - vec2(height);
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vec3 surfgrad = dHd.x * Rx + dHd.y * Ry;
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strength = max(strength, 0.0);
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result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
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result = normalize(mix(N, result, strength));
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#else
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result = N;
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#endif
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}
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