Files
test2/source/blender/gpu/shaders/material/gpu_shader_material_displacement.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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672 B
GLSL

/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_material_transform_utils.glsl"
void node_displacement_object(
float height, float midlevel, float scale, float3 N, out float3 result)
{
float3 lN;
direction_transform_world_to_object(N, lN);
float3 l_displacement = (height - midlevel) * scale * normalize(lN);
/* Apply object scale and orientation. */
direction_transform_object_to_world(l_displacement, result);
}
void node_displacement_world(
float height, float midlevel, float scale, float3 N, out float3 result)
{
result = (height - midlevel) * scale * normalize(N);
}