Eevee: Support for extension type in the Node Image Texture
This does not work with the box projection mode. Implementing for box projection mode would be difficult, slow, and produce a lot of code duplication. Also i'm not sure this is worth it, as it's not a common use case.
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@ -207,6 +207,12 @@ void point_texco_remap_square(vec3 vin, out vec3 vout)
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vout = vec3(vin - vec3(0.5, 0.5, 0.5)) * 2.0;
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}
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void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout)
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{
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vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy);
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vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy);
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}
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void point_map_to_sphere(vec3 vin, out vec3 vout)
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{
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float len = length(vin);
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@ -2020,21 +2026,27 @@ void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float al
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alpha = color.a;
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}
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void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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/* @arg f: signed distance to texel center. */
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void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3)
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{
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vec2 f2 = f * f;
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vec2 f3 = f2 * f;
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/* Bspline coefs (optimized) */
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w3 = f3 / 6.0;
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w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
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w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
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w2 = 1.0 - w0 - w1 - w3;
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}
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void node_tex_image_cubic_ex(vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha)
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{
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vec2 tex_size = vec2(textureSize(ima, 0).xy);
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co.xy *= tex_size;
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/* texel center */
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vec2 tc = floor(co.xy - 0.5) + 0.5;
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vec2 f = co.xy - tc;
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vec2 f2 = f * f;
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vec2 f3 = f2 * f;
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/* Bspline coefs (optimized) */
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vec2 w3 = f3 / 6.0;
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vec2 w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
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vec2 w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
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vec2 w2 = 1.0 - w0 - w1 - w3;
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vec2 w0, w1, w2, w3;
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cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
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#if 1 /* Optimized version using 4 filtered tap. */
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vec2 s0 = w0 + w1;
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@ -2047,12 +2059,15 @@ void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alph
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final_co.xy = tc - 1.0 + f0;
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final_co.zw = tc + 1.0 + f1;
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if (do_extend == 1.0) {
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final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5);
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}
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final_co /= tex_size.xyxy;
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color = texture(ima, final_co.xy) * s0.x * s0.y;
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color += texture(ima, final_co.zy) * s1.x * s0.y;
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color += texture(ima, final_co.xw) * s0.x * s1.y;
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color += texture(ima, final_co.zw) * s1.x * s1.y;
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color = textureLod(ima, final_co.xy, 0.0) * s0.x * s0.y;
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color += textureLod(ima, final_co.zy, 0.0) * s1.x * s0.y;
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color += textureLod(ima, final_co.xw, 0.0) * s0.x * s1.y;
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color += textureLod(ima, final_co.zw, 0.0) * s1.x * s1.y;
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#else /* Reference bruteforce 16 tap. */
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color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
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@ -2079,10 +2094,20 @@ void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alph
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alpha = color.a;
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}
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void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
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}
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void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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node_tex_image_cubic_ex(co, ima, 1.0, color, alpha);
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}
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void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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/* use cubic for now */
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node_tex_image_cubic(co, ima, color, alpha);
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node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
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}
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void tex_box_sample_linear(vec3 texco,
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@ -2155,19 +2180,19 @@ void tex_box_sample_cubic(vec3 texco,
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if (N.x < 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic(uv.xyy, ima, color1, alpha);
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node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha);
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/* Y projection */
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uv = texco.xz;
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if (N.y > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic(uv.xyy, ima, color2, alpha);
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node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha);
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/* Z projection */
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uv = texco.yx;
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if (N.z > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic(uv.xyy, ima, color3, alpha);
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node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha);
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}
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void tex_box_sample_smart(vec3 texco,
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@ -2235,6 +2260,69 @@ void node_tex_image_box(vec3 texco,
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alpha = color.a;
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}
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void tex_clip_linear(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
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{
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vec2 tex_size = vec2(textureSize(ima, 0).xy);
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vec2 minco = min(co.xy, 1.0 - co.xy);
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minco = clamp(minco * tex_size + 0.5, 0.0, 1.0);
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float fac = minco.x * minco.y;
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color = mix(vec4(0.0), icolor, fac);
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alpha = color.a;
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}
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void tex_clip_nearest(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
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{
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vec4 minco = vec4(co.xy, 1.0 - co.xy);
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color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor;
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alpha = color.a;
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}
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void tex_clip_cubic(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
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{
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vec2 tex_size = vec2(textureSize(ima, 0).xy);
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co.xy *= tex_size;
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/* texel center */
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vec2 tc = floor(co.xy - 0.5) + 0.5;
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vec2 w0, w1, w2, w3;
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cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
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/* TODO Optimize this part. I'm sure there is a smarter way to do that.
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* Could do that when sampling? */
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#define CLIP_CUBIC_SAMPLE(samp, size) (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size))))
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ivec2 itex_size = textureSize(ima, 0).xy;
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float fac;
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fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, -1.0), itex_size) * w1.x * w0.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, -1.0), itex_size) * w2.x * w0.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, -1.0), itex_size) * w3.x * w0.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 0.0), itex_size) * w1.x * w1.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 0.0), itex_size) * w2.x * w1.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 0.0), itex_size) * w3.x * w1.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 1.0), itex_size) * w1.x * w2.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 1.0), itex_size) * w2.x * w2.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 1.0), itex_size) * w3.x * w2.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 2.0), itex_size) * w1.x * w3.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 2.0), itex_size) * w2.x * w3.y;
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fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 2.0), itex_size) * w3.x * w3.y;
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#undef CLIP_CUBIC_SAMPLE
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color = mix(vec4(0.0), icolor, fac);
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alpha = color.a;
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}
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void tex_clip_smart(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
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{
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tex_clip_cubic(co, ima, icolor, color, alpha);
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}
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void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
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{
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color = vec4(0.0);
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@ -67,6 +67,12 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
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"tex_box_sample_cubic",
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"tex_box_sample_smart"
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};
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static const char *names_clip[] = {
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"tex_clip_linear",
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"tex_clip_nearest",
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"tex_clip_cubic",
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"tex_clip_smart"
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};
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Image *ima = (Image *)node->id;
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ImageUser *iuser = NULL;
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@ -75,8 +81,18 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
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? names_box[tex->interpolation]
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: names[tex->interpolation];
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bool do_color_correction = false;
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bool do_texco_extend = (tex->extension != SHD_IMAGE_EXTENSION_REPEAT);
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const bool do_texco_clip = (tex->extension == SHD_IMAGE_EXTENSION_CLIP);
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GPUNodeLink *norm, *col1, *col2, *col3;
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if (do_texco_extend && (tex->projection != SHD_PROJ_BOX) &&
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ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART))
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{
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gpu_node_name = "node_tex_image_cubic_extend";
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/* We do it inside the sampling function */
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do_texco_extend = false;
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}
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GPUNodeLink *norm, *col1, *col2, *col3, *input_coords;
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int isdata = tex->color_space == SHD_COLORSPACE_NONE;
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float blend = tex->projection_blend;
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@ -100,6 +116,12 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
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switch (tex->projection) {
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case SHD_PROJ_FLAT:
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if (do_texco_clip) {
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GPU_link(mat, "set_rgb", in[0].link, &input_coords);
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}
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if (do_texco_extend) {
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GPU_link(mat, "point_texco_clamp", in[0].link, GPU_image(ima, iuser, isdata), &in[0].link);
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}
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GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
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break;
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case SHD_PROJ_BOX:
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@ -131,15 +153,33 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
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case SHD_PROJ_SPHERE:
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GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
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GPU_link(mat, "point_map_to_sphere", in[0].link, &in[0].link);
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if (do_texco_clip) {
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GPU_link(mat, "set_rgb", in[0].link, &input_coords);
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}
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if (do_texco_extend) {
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GPU_link(mat, "point_texco_clamp", in[0].link, GPU_image(ima, iuser, isdata), &in[0].link);
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}
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GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
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break;
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case SHD_PROJ_TUBE:
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GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
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GPU_link(mat, "point_map_to_tube", in[0].link, &in[0].link);
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if (do_texco_clip) {
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GPU_link(mat, "set_rgb", in[0].link, &input_coords);
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}
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if (do_texco_extend) {
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GPU_link(mat, "point_texco_clamp", in[0].link, GPU_image(ima, iuser, isdata), &in[0].link);
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}
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GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
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break;
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}
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if (do_texco_clip && (tex->projection != SHD_PROJ_BOX)) {
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GPU_link(mat, names_clip[tex->interpolation],
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input_coords, GPU_image(ima, iuser, isdata), out[0].link,
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&out[0].link, &out[1].link);
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}
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if (do_color_correction && (tex->projection != SHD_PROJ_BOX)) {
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GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
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}
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