Fix T47349: incorrect Cycles fresnel and layer weight with GLSL materials.

Patch by Ralf Hölzemer.
This commit is contained in:
Brecht Van Lommel 2016-02-07 14:45:39 +01:00
parent bd0223b8fe
commit 72dd1ba3fe
3 changed files with 9 additions and 7 deletions

@ -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);

@ -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 */

@ -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 */