Fix missing Ignore option for GLSL bump

This commit is contained in:
Sergey Sharybin 2016-05-22 16:47:06 +02:00
parent 309f26014b
commit 841d008b98
2 changed files with 7 additions and 3 deletions

View File

@ -3160,8 +3160,11 @@ void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnorm
outnormal = normalize(outnormal);
}
void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, out vec3 result)
void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
{
if (invert != 0.0) {
dist *= -1.0;
}
vec3 dPdx = dFdx(surf_pos);
vec3 dPdy = dFdy(surf_pos);

View File

@ -45,13 +45,14 @@ static bNodeSocketTemplate sh_node_bump_out[] = {
{ -1, 0, "" }
};
static int gpu_shader_bump(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static int gpu_shader_bump(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link)
in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
else
GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION));
float invert = node->custom1;
GPU_stack_link(mat, "node_bump", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_uniform(&invert));
/* Other nodes are applying view matrix if the input Normal has a link.
* We don't want normal to have view matrix applied twice, so we cancel it here.
*