[Bf-blender-cvs] [72dd1ba] master: Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.
Brecht Van Lommel
noreply at git.blender.org
Sun Feb 7 14:47:04 CET 2016
Commit: 72dd1ba3fe67206680ef3540b681d944e8bb4872
Author: Brecht Van Lommel
Date: Sun Feb 7 14:45:39 2016 +0100
Branches: master
https://developer.blender.org/rB72dd1ba3fe67206680ef3540b681d944e8bb4872
Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.
Patch by Ralf Hölzemer.
===================================================================
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/nodes/shader/nodes/node_shader_fresnel.c
M source/blender/nodes/shader/nodes/node_shader_layer_weight.c
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 51d4706..3682f7e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2413,27 +2413,29 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
/* fresnel */
-void node_fresnel(float ior, vec3 N, vec3 I, out float result)
+void node_fresnel(float ior, vec3 N, vec3 I, mat4 toworld, out float result)
{
/* handle perspective/orthographic */
vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0);
+ vec3 normal = (toworld*vec4(N, 0.0)).xyz;
float eta = max(ior, 0.00001);
- result = fresnel_dielectric(I_view, N, (gl_FrontFacing)? eta: 1.0/eta);
+ result = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? eta: 1.0/eta);
}
/* layer_weight */
-void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
+void node_layer_weight(float blend, vec3 N, vec3 I, mat4 toworld, out float fresnel, out float facing)
{
/* fresnel */
float eta = max(1.0 - blend, 0.00001);
vec3 I_view = (gl_ProjectionMatrix[3][3] == 0.0)? normalize(I): vec3(0.0, 0.0, -1.0);
+ vec3 normal = (toworld*vec4(N, 0.0)).xyz;
- fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing)? 1.0/eta : eta );
+ fresnel = fresnel_dielectric(I_view, normal, (gl_FrontFacing)? 1.0/eta : eta );
/* facing */
- facing = abs(dot(I_view, N));
+ facing = abs(dot(I_view, normal));
if(blend != 0.5) {
blend = clamp(blend, 0.0, 0.99999);
blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend);
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index 59d798d..9d6efb0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -44,7 +44,7 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE
if (!in[1].link)
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
}
/* node type definition */
diff --git a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
index 832ce58..78f2222 100644
--- a/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
+++ b/source/blender/nodes/shader/nodes/node_shader_layer_weight.c
@@ -46,7 +46,7 @@ static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), b
if (!in[1].link)
in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
- return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
+ return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_MATRIX));
}
/* node type definition */
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