Changes output for geometry info node in Eevee to be consistent with Cycles (w/o osl) Before this patch Eevee outputs Z-tangent even for hair. This patch changes it to output hair tangent (growth direction). Hair tangent is impossible to derive otherwise from normal or view direction. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D10841
54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
void node_geometry(vec3 I,
|
|
vec3 N,
|
|
vec3 orco,
|
|
mat4 objmat,
|
|
mat4 toworld,
|
|
vec2 barycentric,
|
|
out vec3 position,
|
|
out vec3 normal,
|
|
out vec3 tangent,
|
|
out vec3 true_normal,
|
|
out vec3 incoming,
|
|
out vec3 parametric,
|
|
out float backfacing,
|
|
out float pointiness,
|
|
out float random_per_island)
|
|
{
|
|
/* handle perspective/orthographic */
|
|
vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
|
|
incoming = -(toworld * vec4(I_view, 0.0)).xyz;
|
|
|
|
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
|
|
position = -incoming;
|
|
true_normal = normal = incoming;
|
|
tangent = parametric = vec3(0.0);
|
|
vec3(0.0);
|
|
backfacing = 0.0;
|
|
pointiness = 0.0;
|
|
#else
|
|
|
|
position = worldPosition;
|
|
# ifndef VOLUMETRICS
|
|
normal = normalize(N);
|
|
vec3 B = dFdx(worldPosition);
|
|
vec3 T = dFdy(worldPosition);
|
|
true_normal = normalize(cross(B, T));
|
|
# else
|
|
normal = (toworld * vec4(N, 0.0)).xyz;
|
|
true_normal = normal;
|
|
# endif
|
|
|
|
# ifdef HAIR_SHADER
|
|
tangent = -hairTangent;
|
|
# else
|
|
tangent_orco_z(orco, orco);
|
|
node_tangent(N, orco, objmat, tangent);
|
|
# endif
|
|
|
|
parametric = vec3(barycentric, 0.0);
|
|
backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
|
|
pointiness = 0.5;
|
|
random_per_island = 0.0;
|
|
#endif
|
|
}
|