This unify the C++ and GLSL codebase style. The GLSL types are still in the backend compatibility layers to support python shaders. However, the C++ shader compilation layer doesn't have them to enforce correct type usage. Note that this is going to break pretty much all PRs in flight that targets shader code. Rel #137261 Pull Request: https://projects.blender.org/blender/blender/pulls/137369
47 lines
1.4 KiB
GLSL
47 lines
1.4 KiB
GLSL
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_math_matrix_lib.glsl"
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#include "gpu_shader_math_rotation_lib.glsl"
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#include "gpu_shader_math_vector_lib.glsl"
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void mapping_mat4(float3 vec,
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float4 m0,
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float4 m1,
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float4 m2,
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float4 m3,
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float3 minvec,
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float3 maxvec,
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out float3 outvec)
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{
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float4x4 mat = float4x4(m0, m1, m2, m3);
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outvec = (mat * float4(vec, 1.0f)).xyz;
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outvec = clamp(outvec, minvec, maxvec);
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}
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void mapping_point(
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float3 vector, float3 location, float3 rotation, float3 scale, out float3 result)
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{
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result = (from_rotation(as_EulerXYZ(rotation)) * (vector * scale)) + location;
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}
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void mapping_texture(
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float3 vector, float3 location, float3 rotation, float3 scale, out float3 result)
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{
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result = safe_divide(transpose(from_rotation(as_EulerXYZ(rotation))) * (vector - location),
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scale);
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}
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void mapping_vector(
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float3 vector, float3 location, float3 rotation, float3 scale, out float3 result)
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{
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result = from_rotation(as_EulerXYZ(rotation)) * (vector * scale);
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}
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void mapping_normal(
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float3 vector, float3 location, float3 rotation, float3 scale, out float3 result)
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{
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result = normalize(from_rotation(as_EulerXYZ(rotation)) * safe_divide(vector, scale));
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}
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