Support Cycles brick texture in GLSL viewport
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@ -2315,6 +2315,20 @@ void generated_from_orco(vec3 orco, out vec3 generated)
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generated = orco * 0.5 + vec3(0.5);
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}
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float integer_noise(int n)
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{
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int nn;
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n = (n + 1013) & 0x7fffffff;
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n = (n >> 13) ^ n;
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
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return 0.5f * (float(nn) / 1073741824.0);
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}
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int floor_to_int(float x)
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{
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return int(floor(x));
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}
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/*********** NEW SHADER NODES ***************/
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#define NUM_LIGHTS 3
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@ -2598,10 +2612,55 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c
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fac = check ? 1.0 : 0.0;
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}
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void node_tex_brick(vec3 co, vec4 color1, vec4 color2, vec4 mortar, float scale, float mortar_size, float bias, float brick_width, float row_height, out vec4 color, out float fac)
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vec2 calc_brick_texture(vec3 p, float mortar_size, float bias,
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float brick_width, float row_height,
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float offset_amount, int offset_frequency,
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float squash_amount, int squash_frequency)
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{
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color = vec4(1.0);
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fac = 1.0;
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int bricknum, rownum;
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float offset = 0.0;
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float x, y;
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rownum = floor_to_int(p.y / row_height);
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if(offset_frequency != 0 && squash_frequency != 0) {
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brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */
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offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width*offset_amount); /* offset */
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}
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bricknum = floor_to_int((p.x+offset) / brick_width);
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x = (p.x+offset) - brick_width*bricknum;
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y = p.y - row_height*rownum;
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return vec2(clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0),
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(x < mortar_size || y < mortar_size ||
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x > (brick_width - mortar_size) ||
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y > (row_height - mortar_size)) ? 1.0 : 0.0);
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}
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void node_tex_brick(vec3 co,
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vec4 color1, vec4 color2,
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vec4 mortar, float scale,
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float mortar_size, float bias,
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float brick_width, float row_height,
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float offset_amount, float offset_frequency,
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float squash_amount, float squash_frequency,
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out vec4 color, out float fac)
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{
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vec2 f2 = calc_brick_texture(co*scale,
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mortar_size, bias,
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brick_width, row_height,
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offset_amount, int(offset_frequency),
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squash_amount, int(squash_frequency));
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float tint = f2.x;
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float f = f2.y;
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if(f != 1.0) {
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float facm = 1.0 - tint;
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color1 = facm * color1 + tint * color2;
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}
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color = (f == 1.0) ? mortar : color1;
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fac = f;
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}
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void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
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@ -64,12 +64,19 @@ static void node_shader_init_tex_brick(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_tex_brick(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[0].link)
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if (!in[0].link) {
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in[0].link = GPU_attribute(CD_ORCO, "");
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GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
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}
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node_shader_gpu_tex_mapping(mat, node, in, out);
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return GPU_stack_link(mat, "node_tex_brick", in, out);
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NodeTexBrick *tex = (NodeTexBrick *)node->storage;
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float offset_freq = tex->offset_freq;
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float squash_freq = tex->squash_freq;
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return GPU_stack_link(mat, "node_tex_brick",
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in, out,
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GPU_uniform(&tex->offset), GPU_uniform(&offset_freq),
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GPU_uniform(&tex->squash), GPU_uniform(&squash_freq));
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}
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/* node type definition */
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