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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.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

14 lines
415 B
GLSL

void node_blackbody(float temperature, sampler1DArray spectrummap, float layer, out vec4 color)
{
if (temperature >= 12000.0) {
color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0);
}
else if (temperature < 965.0) {
color = vec4(4.70366907, 0.0, 0.0, 1.0);
}
else {
float t = (temperature - 965.0) / (12000.0 - 965.0);
color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0);
}
}