This repository has been archived on 2023-10-09.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_set.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

45 lines
552 B
GLSL

void set_value(float val, out float outval)
{
outval = val;
}
void set_rgb(vec3 col, out vec3 outcol)
{
outcol = col;
}
void set_rgba(vec4 col, out vec4 outcol)
{
outcol = col;
}
void set_value_zero(out float outval)
{
outval = 0.0;
}
void set_value_one(out float outval)
{
outval = 1.0;
}
void set_rgb_zero(out vec3 outval)
{
outval = vec3(0.0);
}
void set_rgb_one(out vec3 outval)
{
outval = vec3(1.0);
}
void set_rgba_zero(out vec4 outval)
{
outval = vec4(0.0);
}
void set_rgba_one(out vec4 outval)
{
outval = vec4(1.0);
}