Bugfix #25967
Shader nodes: option "backface" failed for materials using full oversampling. The usage of shi->flippednorm in render code is heavily messed up... also flipping vertexnormals themselves feels wrong. Marked it in code with XXX for future fixups.
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@@ -840,6 +840,36 @@ void shade_input_set_normals(ShadeInput *shi)
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shade_input_flip_normals(shi);
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}
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/* XXX shi->flippednor messes up otherwise */
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static void shade_input_set_vertex_normals(ShadeInput *shi)
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{
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float u= shi->u, v= shi->v;
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float l= 1.0f+u+v;
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/* calculate vertexnormals */
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if(shi->vlr->flag & R_SMOOTH) {
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float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
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shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
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shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
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shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
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// use unnormalized normal (closer to games)
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VECCOPY(shi->nmapnorm, shi->vn);
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normalize_v3(shi->vn);
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}
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else
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{
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VECCOPY(shi->vn, shi->facenor);
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VECCOPY(shi->nmapnorm, shi->vn);
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}
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/* used in nodes */
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VECCOPY(shi->vno, shi->vn);
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}
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/* use by raytrace, sss, bake to flip into the right direction */
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void shade_input_flip_normals(ShadeInput *shi)
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{
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@@ -1379,7 +1409,10 @@ void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
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shi->samplenr= R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
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shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
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shade_input_set_uv(shi);
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shade_input_set_normals(shi);
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if(shi_cp==0)
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shade_input_set_normals(shi);
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else /* XXX shi->flippednor messes up otherwise */
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shade_input_set_vertex_normals(shi);
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shi_cp= 1;
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shi++;
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