Commit: 841d008b98de5d0fa106ff3fa4731be63fc29f9a
Author: Sergey Sharybin
Date:   Sun May 22 16:47:06 2016 +0200
Branches: master
https://developer.blender.org/rB841d008b98de5d0fa106ff3fa4731be63fc29f9a

Fix missing Ignore option for GLSL bump

===================================================================

M       source/blender/gpu/shaders/gpu_shader_material.glsl
M       source/blender/nodes/shader/nodes/node_shader_bump.c

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 28bf99b..e97dddf 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -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);
 
diff --git a/source/blender/nodes/shader/nodes/node_shader_bump.c 
b/source/blender/nodes/shader/nodes/node_shader_bump.c
index 285dede..b39ca5d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bump.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bump.c
@@ -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.
         *

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