Commit: 546d12cee1b46de6648c6453406925153a7e4ca8
Author: Lukas Tönne
Date: Sun Jul 24 09:23:32 2016 +0200
Branches: strand_nodes
https://developer.blender.org/rB546d12cee1b46de6648c6453406925153a7e4ca8
Fallback displacement function for the strands shader if no nodetree is
available.
===================================================================
M source/blender/gpu/intern/gpu_strands_shader.c
===================================================================
diff --git a/source/blender/gpu/intern/gpu_strands_shader.c
b/source/blender/gpu/intern/gpu_strands_shader.c
index 77e244a..f8fa162 100644
--- a/source/blender/gpu/intern/gpu_strands_shader.c
+++ b/source/blender/gpu/intern/gpu_strands_shader.c
@@ -224,10 +224,19 @@ GPUStrandsShader
*GPU_strand_shader_create(GPUStrandsShaderParams *params)
char *geometry_debug_basecode = use_geometry_shader ?
datatoc_gpu_shader_strand_debug_geom_glsl : NULL;
char *fragment_debug_basecode =
datatoc_gpu_shader_strand_debug_frag_glsl;
- char *nodecode = NULL;
+ char *nodecode;
if (params->nodes) {
nodecode = BVM_gen_hair_deform_function_glsl(params->nodes,
"displace_vertex");
}
+ else {
+ nodecode = BLI_strdup("\n"
+ "void displace_vertex(in vec3 location_V,
in vec3 location_DX, in vec3 location_DY,"
+ " in float
parameter_V, in float parameter_DX, in float parameter_DY,"
+ " in float
curvelength_V, in float curvelength_DX, in float curvelength_DY,"
+ " in mat4 target,"
+ " out vec3 offset_V,
out vec3 offset_DX, out vec3 offset_DY)"
+ "{ offset_V = vec3(0.0); offset_DX =
vec3(0.0); offset_DY = vec3(0.0); }\n");
+ }
GPUStrandsShader *gpu_shader = MEM_callocN(sizeof(GPUStrandsShader),
"GPUStrands");
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