When GLSL sources were first included in Blender they were treated as data (like blend files) and had no license header. Since then GLSL has been used for more sophisticated features (EEVEE & real-time compositing) where it makes sense to include licensing information. Add SPDX copyright headers to *.glsl files, matching headers used for C/C++, also include GLSL files in the license checking script. As leading C-comments are now stripped, added binary size of comments is no longer a concern. Ref !111247
51 lines
1.2 KiB
GLSL
51 lines
1.2 KiB
GLSL
/* SPDX-FileCopyrightText: 2019-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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void differentiate_texco(vec3 v, out vec3 df)
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{
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/* Implementation defined. */
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df = v + dF_impl(v);
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}
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/* Overload for UVs which are loaded as generic attributes. */
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void differentiate_texco(vec4 v, out vec3 df)
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{
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/* Implementation defined. */
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df = v.xyz + dF_impl(v.xyz);
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}
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void node_bump(float strength,
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float dist,
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float height,
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vec3 N,
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vec2 height_xy,
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float invert,
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out vec3 result)
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{
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N = normalize(N);
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dist *= FrontFacing ? invert : -invert;
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#ifdef GPU_FRAGMENT_SHADER
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vec3 dPdx = dFdx(g_data.P);
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vec3 dPdy = dFdy(g_data.P);
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/* Get surface tangents from normal. */
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vec3 Rx = cross(dPdy, N);
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vec3 Ry = cross(N, dPdx);
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/* Compute surface gradient and determinant. */
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float det = dot(dPdx, Rx);
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vec2 dHd = height_xy - vec2(height);
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vec3 surfgrad = dHd.x * Rx + dHd.y * Ry;
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strength = max(strength, 0.0);
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result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
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result = normalize(mix(N, result, strength));
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#else
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result = N;
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#endif
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}
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