
This patch rewrites the Mapping node to support dynamic inputs. The Max and Min options have been removed. They can be added as Min and Max Vector Math nodes manually. Texture nodes still use the old matrix-based mapping. A new SVM node `NODE_TEXTURE_MAPPING` has been added to preserve this functionality. Similarly, in GLSL, a `mapping_mat4` function has been added. Reviewers: brecht, JacquesLucke
28 lines
908 B
GLSL
28 lines
908 B
GLSL
void mapping_mat4(
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vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
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{
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mat4 mat = mat4(m0, m1, m2, m3);
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outvec = (mat * vec4(vec, 1.0)).xyz;
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outvec = clamp(outvec, minvec, maxvec);
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}
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void mapping_point(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
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{
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result = (euler_to_mat3(rotation) * (vector * scale)) + location;
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}
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void mapping_texture(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
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{
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result = safe_divide(transpose(euler_to_mat3(rotation)) * (vector - location), scale);
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}
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void mapping_vector(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
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{
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result = euler_to_mat3(rotation) * (vector * scale);
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}
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void mapping_normal(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
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{
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result = normalize(euler_to_mat3(rotation) * safe_divide(vector, scale));
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}
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