forked from bartvdbraak/blender
Adjust GLSL drawing of window coordinates from camera view (use camera
bounds instead of window bounds). Fixes remaining part of T43346
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14755dde97
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750506be97
@ -2573,6 +2573,7 @@ CustomDataMask ED_view3d_screen_datamask(bScreen *screen)
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void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4])
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{
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RegionView3D *rv3d = ar->regiondata;
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rctf cameraborder;
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/* setup window matrices */
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if (winmat)
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@ -2590,7 +2591,23 @@ void ED_view3d_update_viewmat(Scene *scene, View3D *v3d, ARegion *ar, float view
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mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
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invert_m4_m4(rv3d->persinv, rv3d->persmat);
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invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
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/* calculate GLSL view dependent values */
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/* store window coordinates scaling/offset */
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if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
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ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
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rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
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rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
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rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
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rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
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}
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else {
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rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
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rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
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}
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/* calculate pixelsize factor once, is used for lamps and obcenters */
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{
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/* note: '1.0f / len_v3(v1)' replaced 'len_v3(rv3d->viewmat[0])'
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@ -2828,9 +2845,9 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
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if (glsl) {
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RegionView3D *rv3d = ar->regiondata;
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GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
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/* calculate full shader for background */
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GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
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GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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@ -84,14 +84,15 @@ typedef enum GPUType {
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} GPUType;
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typedef enum GPUBuiltin {
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GPU_VIEW_MATRIX = 1,
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GPU_OBJECT_MATRIX = 2,
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GPU_INVERSE_VIEW_MATRIX = 4,
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GPU_INVERSE_OBJECT_MATRIX = 8,
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GPU_VIEW_POSITION = 16,
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GPU_VIEW_NORMAL = 32,
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GPU_OBCOLOR = 64,
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GPU_AUTO_BUMPSCALE = 128,
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GPU_VIEW_MATRIX = (1 << 0),
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GPU_OBJECT_MATRIX = (1 << 1),
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GPU_INVERSE_VIEW_MATRIX = (1 << 2),
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GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
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GPU_VIEW_POSITION = (1 << 4),
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GPU_VIEW_NORMAL = (1 << 5),
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GPU_OBCOLOR = (1 << 6),
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GPU_AUTO_BUMPSCALE = (1 << 7),
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GPU_CAMERA_TEXCO_FACTORS = (1 << 8),
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} GPUBuiltin;
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typedef enum GPUOpenGLBuiltin {
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@ -101,7 +102,7 @@ typedef enum GPUOpenGLBuiltin {
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typedef enum GPUMatType {
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GPU_MATERIAL_TYPE_MESH = 1,
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GPU_MATERIAL_TYPE_WORLD = 2,
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GPU_MATERIAL_TYPE_WORLD = 2,
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} GPUMatType;
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@ -177,7 +178,7 @@ void GPU_material_free(struct ListBase *gpumaterial);
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void GPU_materials_free(void);
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bool GPU_lamp_override_visible(GPULamp *lamp, struct SceneRenderLayer *srl, struct Material *ma);
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock);
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float cameraborder[4], bool scenelock);
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void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[4][4], float obcol[4], float autobumpscale);
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void GPU_material_unbind(GPUMaterial *material);
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int GPU_material_bound(GPUMaterial *material);
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@ -383,6 +383,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
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return "unfobcolor";
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else if (builtin == GPU_AUTO_BUMPSCALE)
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return "unfobautobumpscale";
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else if (builtin == GPU_CAMERA_TEXCO_FACTORS)
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return "unfcameratexfactors";
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else
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return "";
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}
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@ -1384,6 +1384,7 @@ static struct GPUMaterialState {
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bool gscenelock;
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float (*gviewmat)[4];
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float (*gviewinv)[4];
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float (*gviewcamtexcofac);
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bool backface_culling;
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@ -1492,6 +1493,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
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GMS.gscenelock = (v3d->scenelock != 0);
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GMS.gviewmat= rv3d->viewmat;
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GMS.gviewinv= rv3d->viewinv;
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GMS.gviewcamtexcofac = rv3d->viewcamtexcofac;
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/* alpha pass setup. there's various cases to handle here:
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* - object transparency on: only solid materials draw in the first pass,
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@ -1650,7 +1652,7 @@ int GPU_enable_material(int nr, void *attribs)
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gpumat = GPU_material_from_blender(GMS.gscene, mat);
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GPU_material_vertex_attributes(gpumat, gattribs);
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GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gscenelock);
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GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT), GMS.gviewmat, GMS.gviewinv, GMS.gviewcamtexcofac, GMS.gscenelock);
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auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
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GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gob->col, auto_bump_scale);
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@ -101,6 +101,7 @@ struct GPUMaterial {
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int viewmatloc, invviewmatloc;
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int obmatloc, invobmatloc;
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int obcolloc, obautobumpscaleloc;
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int cameratexcofacloc;
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ListBase lamps;
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};
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@ -228,6 +229,8 @@ static int GPU_material_construct_end(GPUMaterial *material, const char *passnam
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material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
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if (material->builtins & GPU_AUTO_BUMPSCALE)
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material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
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if (material->builtins & GPU_CAMERA_TEXCO_FACTORS)
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material->cameratexcofacloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_CAMERA_TEXCO_FACTORS));
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return 1;
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}
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@ -277,7 +280,7 @@ bool GPU_lamp_override_visible(GPULamp *lamp, SceneRenderLayer *srl, Material *m
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return true;
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}
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], bool scenelock)
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void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap, float viewmat[4][4], float viewinv[4][4], float camerafactors[4], bool scenelock)
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{
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if (material->pass) {
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LinkData *nlink;
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@ -337,6 +340,16 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
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if (material->builtins & GPU_INVERSE_VIEW_MATRIX) {
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GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
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}
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if (material->builtins & GPU_CAMERA_TEXCO_FACTORS) {
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if (camerafactors) {
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GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)camerafactors);
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}
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else {
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/* use default, no scaling no offset */
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float borders[4] = {1.0f, 1.0f, 0.0f, 0.0f};
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GPU_shader_uniform_vector(shader, material->cameratexcofacloc, 4, 1, (float*)borders);
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}
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}
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GPU_pass_update_uniforms(material->pass);
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@ -2368,7 +2368,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
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backfacing = (gl_FrontFacing)? 0.0: 1.0;
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}
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void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
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void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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vec3 attr_orco, vec3 attr_uv,
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out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
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out vec3 camera, out vec3 window, out vec3 reflection)
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@ -2379,7 +2379,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
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object = (obinvmat*(viewinvmat*vec4(I, 1.0))).xyz;
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camera = vec3(I.xy, -I.z);
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vec4 projvec = gl_ProjectionMatrix * vec4(I, 1.0);
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window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy, 0.0);
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window = vec3(mtex_2d_mapping(projvec.xyz/projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
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vec3 shade_I;
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shade_view(I, shade_I);
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@ -2387,7 +2387,7 @@ void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
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reflection = (viewinvmat*vec4(view_reflection, 0.0)).xyz;
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}
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void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
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void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
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vec3 attr_orco, vec3 attr_uv,
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out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
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out vec3 camera, out vec3 window, out vec3 reflection)
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@ -2406,7 +2406,9 @@ void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
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object = coords;
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camera = vec3(co.xy, -co.z);
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window = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(mtex_2d_mapping(I).xy, 0.0) : vec3(0.5, 0.5, 0.0);
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window = (gl_ProjectionMatrix[3][3] == 0.0) ?
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vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) :
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vec3(vec2(0.5) * camerafac.xy + camerafac.zw, 0.0);
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reflection = -coords;
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}
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@ -89,12 +89,12 @@ typedef struct RegionView3D {
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float viewinv[4][4]; /* inverse of viewmat */
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float persmat[4][4]; /* viewmat*winmat */
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float persinv[4][4]; /* inverse of persmat */
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float viewcamtexcofac[4]; /* offset/scale for camera glsl texcoords */
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/* viewmat/persmat multiplied with object matrix, while drawing and selection */
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float viewmatob[4][4];
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float persmatob[4][4];
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/* user defined clipping planes */
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float clip[6][4];
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float clip_local[6][4]; /* clip in object space, means we can test for clipping in editmode without first going into worldspace */
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@ -51,12 +51,14 @@ static int node_shader_gpu_tex_coord(GPUMaterial *mat, bNode *UNUSED(node), bNod
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if (type == GPU_MATERIAL_TYPE_MESH) {
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return GPU_stack_link(mat, "node_tex_coord", in, out,
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GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
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GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), orco, mtface);
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GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
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GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
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}
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else {
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return GPU_stack_link(mat, "node_tex_coord_background", in, out,
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GPU_builtin(GPU_VIEW_POSITION), GPU_builtin(GPU_VIEW_NORMAL),
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GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX), orco, mtface);
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GPU_builtin(GPU_INVERSE_VIEW_MATRIX), GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
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GPU_builtin(GPU_CAMERA_TEXCO_FACTORS), orco, mtface);
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}
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}
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@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
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view.getValue((float*)viewmat);
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viewinv.getValue((float*)viewinvmat);
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GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
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GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
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}
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else
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GPU_material_unbind(mGPUMat);
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