This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl
Clément Foucault 33eeed5b3c Fix T98538 EEVEE: Geometry input node breaks with Displacement Texture
This was due to older drivers not honoring varying attributes shadowing by
local variables. Renaming the input argument fixes the issue.
2022-06-02 10:05:14 +02:00

33 lines
910 B
GLSL

#pragma BLENDER_REQUIRE(gpu_shader_material_tangent.glsl)
void node_geometry(vec3 orco_attr,
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 */
incoming = coordinate_incoming(g_data.P);
position = g_data.P;
normal = g_data.N;
true_normal = g_data.Ng;
if (g_data.is_strand) {
tangent = g_data.curve_T;
}
else {
tangent_orco_z(orco_attr, orco_attr);
node_tangent(orco_attr, tangent);
}
parametric = vec3(g_data.barycentric_coords, 0.0);
backfacing = (FrontFacing) ? 0.0 : 1.0;
pointiness = 0.5;
random_per_island = 0.0;
}