Files
test2/source/blender/gpu/shaders/material/gpu_shader_material_bump.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

52 lines
1.2 KiB
GLSL

/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void differentiate_texco(float3 v, out float3 df)
{
/* Implementation defined. */
df = v + dF_impl(v);
}
/* Overload for UVs which are loaded as generic attributes. */
void differentiate_texco(float4 v, out float3 df)
{
/* Implementation defined. */
df = v.xyz + dF_impl(v.xyz);
}
void node_bump(float strength,
float dist,
float filter_width,
float height,
float3 N,
float2 height_xy,
float invert,
out float3 result)
{
N = normalize(N);
dist *= FrontFacing ? invert : -invert;
#ifdef GPU_FRAGMENT_SHADER
float3 dPdx = dFdx(g_data.P);
float3 dPdy = dFdy(g_data.P);
/* Get surface tangents from normal. */
float3 Rx = cross(dPdy, N);
float3 Ry = cross(N, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
float2 dHd = height_xy - float2(height);
float3 surfgrad = dHd.x * Rx + dHd.y * Ry;
strength = max(strength, 0.0f);
result = normalize(filter_width * abs(det) * N - dist * sign(det) * surfgrad);
result = normalize(mix(N, result, strength));
#else
result = N;
#endif
}