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Implement FLAG_UV*_USE_WORLD_TRIPLANAR

Implements triplanar mapping in world space for UV1 and UV2
when the respective flags are enabled.
CaptainProton42 4 ani în urmă
părinte
comite
856312ca6d
1 a modificat fișierele cu 14 adăugiri și 4 ștergeri
  1. 14 4
      scene/resources/material.cpp

+ 14 - 4
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";
 	}