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
52 lines
1.2 KiB
GLSL
52 lines
1.2 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 = dFdx(g_data.P);
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float3 dPdy = dFdy(g_data.P);
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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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