static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { if (!in[1].link) in[1].link = GPU_builtin(GPU_VIEW_NORMAL); else if (GPU_material_use_world_space_shading(mat)) { GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link); } return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION)); }
static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { NodeShaderNormalMap *nm = node->storage; GPUNodeLink *negnorm; GPUNodeLink *realnorm; GPUNodeLink *strength; float d[4] = {0, 0, 0, 0}; if (in[0].link) strength = in[0].link; else strength = GPU_uniform(in[0].vec); if (in[1].link) realnorm = in[1].link; else realnorm = GPU_uniform(in[1].vec); negnorm = GPU_builtin(GPU_VIEW_NORMAL); GPU_link(mat, "math_max", strength, GPU_uniform(d), &strength); if (GPU_material_use_world_space_shading(mat)) { /* ******* CYCLES or BLENDER INTERNAL with world space shading flag ******* */ const char *color_to_normal_fnc_name = "color_to_normal_new_shading"; if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat)) color_to_normal_fnc_name = "color_to_blender_normal_new_shading"; switch (nm->space) { case SHD_SPACE_TANGENT: GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm); GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm); GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link); /* for uniform scale this is sufficient to match Cycles */ GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link); GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; case SHD_SPACE_OBJECT: case SHD_SPACE_BLENDER_OBJECT: GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm); GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm); break; case SHD_SPACE_WORLD: case SHD_SPACE_BLENDER_WORLD: GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm); GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm); break; } } else { /* ************** BLENDER INTERNAL without world space shading flag ******* */ GPU_link(mat, "color_to_normal", realnorm, &realnorm); GPU_link(mat, "mtex_negate_texnormal", realnorm, &realnorm); GPU_link(mat, "vec_math_negate", negnorm, &negnorm); switch (nm->space) { case SHD_SPACE_TANGENT: GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm); break; case SHD_SPACE_OBJECT: case SHD_SPACE_BLENDER_OBJECT: GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &realnorm); break; case SHD_SPACE_WORLD: case SHD_SPACE_BLENDER_WORLD: GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm); break; } } GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link); GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return true; }