diff options
| author | Rémi Verschelde <remi@verschelde.fr> | 2021-04-08 21:26:08 +0200 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-04-08 21:26:08 +0200 | 
| commit | cba3b024b5d08b79e4389dc2c374e38ab4a64ff9 (patch) | |
| tree | f8327b8113119da4b026fd3de24cbd227e3d3d18 | |
| parent | 35066f39ff111ee0e9d4aba534bb08fc2d686156 (diff) | |
| parent | 856312ca6da3dd624ef69a0a5bca77fe507e4715 (diff) | |
Merge pull request #43746 from CaptainProton42/master
Vulkan: Implement triplanar mapping in world space
| -rw-r--r-- | scene/resources/material.cpp | 18 | 
1 files changed, 14 insertions, 4 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 0d02bde90d..5647856736 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -829,16 +829,26 @@ void BaseMaterial3D::_update_shader() {  	}  	if (flags[FLAG_UV1_USE_TRIPLANAR]) { -		code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; +		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { +			code += "\tuv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; +			code += "\tuv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; +		} else { +			code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; +			code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; +		}  		code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; -		code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";  		code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";  	}  	if (flags[FLAG_UV2_USE_TRIPLANAR]) { -		code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; +		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) { +			code += "\tuv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; +			code += "\tuv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; +		} else { +			code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; +			code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; +		}  		code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; -		code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";  		code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";  	}  |