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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_bump.glsl
Miguel Pozo efabe81c91 Fix #103903: Bump Node performance regression
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
2023-02-10 21:06:53 +01:00

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1.1 KiB
GLSL

void differentiate_texco(vec3 v, out vec3 df)
{
/* Implementation defined. */
df = v + dF_impl(v);
}
/* Overload for UVs which are loaded as generic attributes. */
void differentiate_texco(vec4 v, out vec3 df)
{
/* Implementation defined. */
df = v.xyz + dF_impl(v.xyz);
}
void node_bump(float strength,
float dist,
float height,
vec3 N,
vec2 height_xy,
float invert,
out vec3 result)
{
N = normalize(N);
dist *= FrontFacing ? invert : -invert;
#ifdef GPU_FRAGMENT_SHADER
vec3 dPdx = dFdx(g_data.P);
vec3 dPdy = dFdy(g_data.P);
/* Get surface tangents from normal. */
vec3 Rx = cross(dPdy, N);
vec3 Ry = cross(N, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
vec2 dHd = height_xy - vec2(height);
vec3 surfgrad = dHd.x * Rx + dHd.y * Ry;
strength = max(strength, 0.0);
result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
result = normalize(mix(N, result, strength));
#else
result = N;
#endif
}