[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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