Files
test2/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
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
2025-04-14 13:46:41 +02:00

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446 B
GLSL

/* SPDX-FileCopyrightText: 2021-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_wavelength(float wavelength, sampler1DArray spectrummap, float layer, out float4 color)
{
float t = (wavelength - 380.0f) / (780.0f - 380.0f);
float3 rgb = texture(spectrummap, float2(t, layer)).rgb;
rgb *= 1.0f / 2.52f; /* Empirical scale from lg to make all comps <= 1. */
color = float4(clamp(rgb, 0.0f, 1.0f), 1.0f);
}