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
22 lines
672 B
GLSL
22 lines
672 B
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_material_transform_utils.glsl"
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void node_displacement_object(
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float height, float midlevel, float scale, float3 N, out float3 result)
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{
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float3 lN;
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direction_transform_world_to_object(N, lN);
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float3 l_displacement = (height - midlevel) * scale * normalize(lN);
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/* Apply object scale and orientation. */
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direction_transform_object_to_world(l_displacement, result);
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}
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void node_displacement_world(
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float height, float midlevel, float scale, float3 N, out float3 result)
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{
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result = (height - midlevel) * scale * normalize(N);
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}
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