Commit: df8871148f6bffad36f57de25ea05fe1faaa2d99
Author: Sergey Sharybin
Date:   Fri May 20 16:39:45 2016 +0200
Branches: compositor-2016
https://developer.blender.org/rBdf8871148f6bffad36f57de25ea05fe1faaa2d99

Support gradient Cycles texture in GLSL viewport

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

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

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

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 2e9dc95..faeb9bb 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2587,10 +2587,49 @@ void node_tex_coord_background(vec3 I, vec3 N, mat4 
viewinvmat, mat4 obinvmat, v
 
 /* textures */
 
-void node_tex_gradient(vec3 co, out vec4 color, out float fac)
+float calc_gradient(vec3 p, int gradient_type)
+{
+       float x, y, z;
+       x = p.x;
+       y = p.y;
+       z = p.z;
+       if(gradient_type == 0) {  /* linear */
+               return x;
+       }
+       else if(gradient_type == 1) {  /* quadratic */
+               float r = max(x, 0.0);
+               return r*r;
+       }
+       else if(gradient_type == 2) {  /* easing */
+               float r = min(max(x, 0.0), 1.0);
+               float t = r*r;
+               return (3.0*t - 2.0*t*r);
+       }
+       else if(gradient_type == 3) {  /* diagonal */
+               return (x + y) * 0.5;
+       }
+       else if(gradient_type == 4) {  /* radial */
+               return atan(y, x) / (M_PI * 2) + 0.5;
+       }
+       else {
+               float r = max(1.0 - sqrt(x*x + y*y + z*z), 0.0);
+               if(gradient_type == 5) {  /* quadratic sphere */
+                       return r*r;
+               }
+               else if(gradient_type == 6) {  /* sphere */
+                       return r;
+               }
+       }
+       return 0.0;
+}
+
+void node_tex_gradient(vec3 co, float gradient_type, out vec4 color, out float 
fac)
 {
-       color = vec4(1.0);
-       fac = 1.0;
+       float f = calc_gradient(co, int(gradient_type));
+       f = clamp(f, 0.0, 1.0);
+
+       color = vec4(f, f, f, 1.0);
+       fac = f;
 }
 
 void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 
color, out float fac)
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c 
b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
index 24916e8..18a8065 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_gradient.c
@@ -52,12 +52,16 @@ static void node_shader_init_tex_gradient(bNodeTree 
*UNUSED(ntree), bNode *node)
 
 static int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, 
bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
 {
-       if (!in[0].link)
+       if (!in[0].link) {
                in[0].link = GPU_attribute(CD_ORCO, "");
+               GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
+       }
 
        node_shader_gpu_tex_mapping(mat, node, in, out);
 
-       return GPU_stack_link(mat, "node_tex_gradient", in, out);
+       NodeTexGradient *tex = (NodeTexGradient *)node->storage;
+       float gradient_type = tex->gradient_type;
+       return GPU_stack_link(mat, "node_tex_gradient", in, out, 
GPU_uniform(&gradient_type));
 }
 
 /* node type definition */

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