This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
47 lines
1.3 KiB
GLSL
47 lines
1.3 KiB
GLSL
void node_geometry(vec3 I,
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vec3 N,
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vec3 orco,
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mat4 objmat,
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mat4 toworld,
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vec2 barycentric,
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out vec3 position,
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out vec3 normal,
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out vec3 tangent,
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out vec3 true_normal,
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out vec3 incoming,
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out vec3 parametric,
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out float backfacing,
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out float pointiness)
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{
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/* handle perspective/orthographic */
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vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
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incoming = -(toworld * vec4(I_view, 0.0)).xyz;
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#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
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position = -incoming;
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true_normal = normal = incoming;
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tangent = parametric = vec3(0.0);
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vec3(0.0);
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backfacing = 0.0;
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pointiness = 0.0;
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#else
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position = worldPosition;
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# ifndef VOLUMETRICS
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normal = normalize(N);
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vec3 B = dFdx(worldPosition);
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vec3 T = dFdy(worldPosition);
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true_normal = normalize(cross(B, T));
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# else
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normal = (toworld * vec4(N, 0.0)).xyz;
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true_normal = normal;
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# endif
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tangent_orco_z(orco, orco);
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node_tangent(N, orco, objmat, tangent);
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parametric = vec3(barycentric, 0.0);
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backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
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pointiness = 0.5;
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#endif
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}
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