[Bf-blender-cvs] [c6c3d2e0f00] blender2.8: GPU: Cleanup: Vectorize operations and use MADD
Clément Foucault
noreply at git.blender.org
Wed Nov 7 00:19:39 CET 2018
Commit: c6c3d2e0f006f990cdb5365a6966877c1d813644
Author: Clément Foucault
Date: Tue Nov 6 19:36:03 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBc6c3d2e0f006f990cdb5365a6966877c1d813644
GPU: Cleanup: Vectorize operations and use MADD
===================================================================
M source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 3ddf1aefe4d..865fd85e2a9 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1703,17 +1703,17 @@ void node_uvmap(vec3 attr_uv, out vec3 outvec)
void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
{
- orco_out = vec3(0.0, (orco_in.z - 0.5) * -0.5, (orco_in.y - 0.5) * 0.5);
+ orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
}
void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
{
- orco_out = vec3((orco_in.z - 0.5) * -0.5, 0.0, (orco_in.x - 0.5) * 0.5);
+ orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
}
void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
{
- orco_out = vec3((orco_in.y - 0.5) * -0.5, (orco_in.x - 0.5) * 0.5, 0.0);
+ orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}
void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent)
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