Blender 2.78c: Fix Brick Texture GLSL, broken after Mortar Smooth addition.

This commit is contained in:
Thomas Dinges 2016-11-07 20:55:12 +01:00 committed by Sergey Sharybin
parent 9215848c38
commit 8ba1dab3a2
1 changed files with 17 additions and 8 deletions

View File

@ -2822,7 +2822,7 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c
}
#ifdef BIT_OPERATIONS
vec2 calc_brick_texture(vec3 p, float mortar_size, float bias,
vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias,
float brick_width, float row_height,
float offset_amount, int offset_frequency,
float squash_amount, int squash_frequency)
@ -2843,17 +2843,26 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float bias,
x = (p.x + offset) - brick_width * bricknum;
y = p.y - row_height * rownum;
return vec2(clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0),
(x < mortar_size || y < mortar_size ||
x > (brick_width - mortar_size) ||
y > (row_height - mortar_size)) ? 1.0 : 0.0);
float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0);
float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
if(min_dist >= mortar_size) {
return vec2(tint, 0.0);
}
else if(mortar_smooth == 0.0) {
return vec2(tint, 1.0);
}
else {
min_dist = 1.0 - min_dist/mortar_size;
return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
}
}
#endif
void node_tex_brick(vec3 co,
vec4 color1, vec4 color2,
vec4 mortar, float scale,
float mortar_size, float bias,
float mortar_size, float mortar_smooth, float bias,
float brick_width, float row_height,
float offset_amount, float offset_frequency,
float squash_amount, float squash_frequency,
@ -2861,7 +2870,7 @@ void node_tex_brick(vec3 co,
{
#ifdef BIT_OPERATIONS
vec2 f2 = calc_brick_texture(co * scale,
mortar_size, bias,
mortar_size, mortar_smooth, bias,
brick_width, row_height,
offset_amount, int(offset_frequency),
squash_amount, int(squash_frequency));
@ -2871,7 +2880,7 @@ void node_tex_brick(vec3 co,
float facm = 1.0 - tint;
color1 = facm * color1 + tint * color2;
}
color = (f == 1.0) ? mortar : color1;
color = mix(color1, mortar, f);
fac = f;
#else
color = vec4(1.0);