This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_tangent.glsl
OmarSquircleArt 8cd0da88e5 GPU: Split gpu_shader_material into multiple files.
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
2019-08-30 17:28:57 +02:00

26 lines
644 B
GLSL

void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
}
void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
}
void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}
void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
{
tangent = normalize(attr_tangent.xyz);
}
void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T)
{
T = (objmat * vec4(orco, 0.0)).xyz;
T = cross(N, normalize(cross(T, N)));
}