This was caused by the hardware derivatives output being affected by render resolution. Scaling them back to the full resolution value fixes the issue. This also fixes the Wireframe node that also relies on derivatives. Pull Request: https://projects.blender.org/blender/blender/pulls/142101
52 lines
1.3 KiB
GLSL
52 lines
1.3 KiB
GLSL
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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void differentiate_texco(float3 v, out float3 df)
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{
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/* Implementation defined. */
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df = v + dF_impl(v);
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}
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/* Overload for UVs which are loaded as generic attributes. */
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void differentiate_texco(float4 v, out float3 df)
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{
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/* Implementation defined. */
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df = v.xyz + dF_impl(v.xyz);
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}
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void node_bump(float strength,
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float dist,
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float filter_width,
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float height,
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float3 N,
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float2 height_xy,
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float invert,
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out float3 result)
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{
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N = normalize(N);
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dist *= FrontFacing ? invert : -invert;
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#ifdef GPU_FRAGMENT_SHADER
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float3 dPdx = gpu_dfdx(g_data.P) * derivative_scale_get();
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float3 dPdy = gpu_dfdy(g_data.P) * derivative_scale_get();
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/* Get surface tangents from normal. */
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float3 Rx = cross(dPdy, N);
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float3 Ry = cross(N, dPdx);
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/* Compute surface gradient and determinant. */
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float det = dot(dPdx, Rx);
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float2 dHd = height_xy - float2(height);
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float3 surfgrad = dHd.x * Rx + dHd.y * Ry;
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strength = max(strength, 0.0f);
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result = normalize(filter_width * abs(det) * N - dist * sign(det) * surfgrad);
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result = normalize(mix(N, result, strength));
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#else
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result = N;
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#endif
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}
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