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

37 lines
1.2 KiB
GLSL

/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_math_matrix_lib.glsl"
#include "gpu_shader_math_rotation_lib.glsl"
#include "gpu_shader_math_vector_lib.glsl"
void mapping_mat4(
vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
{
mat4 mat = mat4(m0, m1, m2, m3);
outvec = (mat * vec4(vec, 1.0f)).xyz;
outvec = clamp(outvec, minvec, maxvec);
}
void mapping_point(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
result = (from_rotation(as_EulerXYZ(rotation)) * (vector * scale)) + location;
}
void mapping_texture(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
result = safe_divide(transpose(from_rotation(as_EulerXYZ(rotation))) * (vector - location),
scale);
}
void mapping_vector(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
result = from_rotation(as_EulerXYZ(rotation)) * (vector * scale);
}
void mapping_normal(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result)
{
result = normalize(from_rotation(as_EulerXYZ(rotation)) * safe_divide(vector, scale));
}