This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_bump.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

28 lines
739 B
GLSL

void node_bump(
float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
{
N = mat3(ViewMatrix) * normalize(N);
dist *= gl_FrontFacing ? invert : -invert;
vec3 dPdx = dFdx(surf_pos);
vec3 dPdy = dFdy(surf_pos);
/* Get surface tangents from normal. */
vec3 Rx = cross(dPdy, N);
vec3 Ry = cross(N, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
float dHdx = dFdx(height);
float dHdy = dFdy(height);
vec3 surfgrad = dHdx * Rx + dHdy * Ry;
strength = max(strength, 0.0);
result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
result = normalize(mix(N, result, strength));
result = mat3(ViewMatrixInverse) * result;
}