32 lines
819 B
GLSL
32 lines
819 B
GLSL
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma BLENDER_REQUIRE(gpu_shader_material_transform_utils.glsl)
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void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
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{
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orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
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}
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void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
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{
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orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
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}
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void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
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{
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orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
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}
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void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
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{
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tangent = normalize(attr_tangent.xyz);
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}
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void node_tangent(vec3 orco, out vec3 T)
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{
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direction_transform_object_to_world(orco, T);
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T = cross(g_data.N, normalize(cross(T, g_data.N)));
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}
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