Replaces all usage by the the gpu_shader_math equivalent. This is because the old shader library was quite tangled. This avoids dependency hell trying to mix libraries. Changes are split into isolated commits until I had to do mass changes because of inter- dependencies. Pull Request: https://projects.blender.org/blender/blender/pulls/113631
20 lines
664 B
GLSL
20 lines
664 B
GLSL
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#pragma BLENDER_REQUIRE(gpu_shader_material_transform_utils.glsl)
|
|
|
|
void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result)
|
|
{
|
|
vec3 lN;
|
|
direction_transform_world_to_object(N, lN);
|
|
vec3 l_displacement = (height - midlevel) * scale * normalize(lN);
|
|
/* Apply object scale and orientation. */
|
|
direction_transform_object_to_world(l_displacement, result);
|
|
}
|
|
|
|
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
|
|
{
|
|
result = (height - midlevel) * scale * normalize(N);
|
|
}
|