Fix missing Ignore option for GLSL bump
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309f26014b
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@ -3160,8 +3160,11 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm
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outnormal = normalize(outnormal);
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}
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void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, out vec3 result)
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void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
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{
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if (invert != 0.0) {
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dist *= -1.0;
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}
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vec3 dPdx = dFdx(surf_pos);
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vec3 dPdy = dFdy(surf_pos);
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@ -45,13 +45,14 @@ static bNodeSocketTemplate sh_node_bump_out[] = {
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{ -1, 0, "" }
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};
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static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[3].link)
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in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
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GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION));
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float invert = node->custom1;
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GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert));
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/* Other nodes are applying view matrix if the input Normal has a link.
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* We don't want normal to have view matrix applied twice, so we cancel it here.
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*
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