Files
test2/source/blender/gpu/shaders/material/gpu_shader_material_bump.glsl
Clément Foucault bb52754652 GPU: Use f suffix for float literals
They are actually already some literals with the `f` suffix
that are in our shader codebase and we never had problem in
the past 5 years (or even 8 years).

So I think it is safe to do and improves convergence of codestyles.

Pull Request: https://projects.blender.org/blender/blender/pulls/137352
2025-04-11 18:28:45 +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(vec3 v, out vec3 df)
{
/* Implementation defined. */
df = v + dF_impl(v);
}
/* Overload for UVs which are loaded as generic attributes. */
void differentiate_texco(vec4 v, out vec3 df)
{
/* Implementation defined. */
df = v.xyz + dF_impl(v.xyz);
}
void node_bump(float strength,
float dist,
float filter_width,
float height,
vec3 N,
vec2 height_xy,
float invert,
out vec3 result)
{
N = normalize(N);
dist *= FrontFacing ? invert : -invert;
#ifdef GPU_FRAGMENT_SHADER
vec3 dPdx = dFdx(g_data.P);
vec3 dPdy = dFdy(g_data.P);
/* Get surface tangents from normal. */
vec3 Rx = cross(dPdy, N);
vec3 Ry = cross(N, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
vec2 dHd = height_xy - vec2(height);
vec3 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
}