Fixed the broken GLSL shader and implemented the Disney BRDF in the
real-time view port.
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@@ -2378,11 +2378,19 @@ void shade_alpha_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
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/*********** NEW SHADER UTILITIES **************/
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float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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float fresnel_dielectric_0(float eta)
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{
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/* compute fresnel reflactance at normal incidence => cosi = 1.0 */
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float A = (eta - 1.0) / (eta + 1.0);
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return A * A;
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}
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float fresnel_dielectric_cos(float cosi, float eta)
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{
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/* compute fresnel reflectance without explicitly computing
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* the refracted direction */
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float c = abs(dot(Incoming, Normal));
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float c = abs(cosi);
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float g = eta * eta - 1.0 + c * c;
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float result;
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@@ -2399,6 +2407,13 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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return result;
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}
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float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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{
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/* compute fresnel reflectance without explicitly computing
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* the refracted direction */
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return fresnel_dielectric_cos(dot(Incoming, Normal), eta);
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}
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float hypot(float x, float y)
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{
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return sqrt(x * x + y * y);
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@@ -2492,6 +2507,57 @@ float floorfrac(float x, out int i)
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return x - i;
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}
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/* Principled BSDF operations */
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float sqr(float a)
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{
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return a*a;
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}
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float schlick_fresnel(float u)
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{
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float m = clamp(1.0 - u, 0.0, 1.0);
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float m2 = m * m;
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return m2 * m2 * m; // pow(m,5)
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}
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float GTR1(float NdotH, float a)
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{
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if (a >= 1.0) return M_1_PI;
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float a2 = a*a;
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float t = 1.0 + (a2 - 1.0) * NdotH*NdotH;
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return (a2 - 1.0) / (M_PI * log(a2) * t);
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}
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float GTR2(float NdotH, float a)
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{
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float a2 = a*a;
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float t = 1.0 + (a2 - 1.0) * NdotH*NdotH;
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return a2 / (M_PI * t*t);
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}
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float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay)
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{
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return 1.0 / (M_PI * ax*ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH*NdotH));
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}
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float smithG_GGX(float NdotV, float alphaG)
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{
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float a = alphaG*alphaG;
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float b = NdotV*NdotV;
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return 1.0 / (NdotV + sqrt(a + b - a * b));
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}
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vec3 rotate_vector(vec3 p, vec3 n, float theta) {
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return (
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p * cos(theta) + cross(n, p) *
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sin(theta) + n * dot(p, n) *
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(1.0 - cos(theta))
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);
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}
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/*********** NEW SHADER NODES ***************/
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#define NUM_LIGHTS 3
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@@ -2555,9 +2621,122 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu
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void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
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float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
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float clearcoat_gloss, float ior, float transparency, float refraction_roughness, vec3 N, vec3 CN, vec3 T, out vec4 result)
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float clearcoat_gloss, float ior, float transparency, float refraction_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
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{
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node_bsdf_diffuse(base_color, roughness, N, result);
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/* ambient light */
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// TODO: set ambient light to an appropriate value
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vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
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float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
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/* set the viewing vector */
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vec3 V = -normalize(I);
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/* get the tangent */
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vec3 Tangent = T;
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if (T == vec3(0.0)) {
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// if no tangent is set, use a default tangent
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Tangent = vec3(1.0, 0.0, 0.0);
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if (N.x != 0.0 || N.y != 0.0) {
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vec3 N_xz = normalize(vec3(N.x, 0.0, N.z));
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vec3 axis = normalize(cross(vec3(0.0, 0.0, 1.0), N_xz));
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float angle = acos(dot(vec3(0.0, 0.0, 1.0), N_xz));
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Tangent = normalize(rotate_vector(vec3(1.0, 0.0, 0.0), axis, angle));
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}
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}
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/* rotate tangent */
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if (anisotropic_rotation != 0.0) {
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Tangent = rotate_vector(Tangent, N, anisotropic_rotation * 2.0 * M_PI);
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}
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/* calculate the tangent and bitangent */
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vec3 Y = normalize(cross(N, Tangent));
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vec3 X = cross(Y, N);
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/* fresnel normalization parameters */
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float F0 = fresnel_dielectric_0(eta);
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float F0_norm = 1.0 / (1.0 - F0);
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/* directional lights */
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for (int i = 0; i < NUM_LIGHTS; i++) {
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vec3 light_position_world = gl_LightSource[i].position.xyz;
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vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
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vec3 H = normalize(light_position + V);
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vec3 light_specular = gl_LightSource[i].specular.rgb;
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float NdotL = dot(N, light_position);
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float NdotV = dot(N, V);
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float LdotH = dot(light_position, H);
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vec3 diffuse_and_specular_bsdf = vec3(0.0);
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if (NdotL >= 0.0 && NdotV >= 0.0) {
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float NdotH = dot(N, H);
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float Cdlum = 0.3 * base_color.r + 0.6 * base_color.g + 0.1 * base_color.b; // luminance approx.
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vec3 Ctint = Cdlum > 0 ? base_color.rgb / Cdlum : vec3(1.0); // normalize lum. to isolate hue+sat
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vec3 Cspec0 = mix(specular * 0.08 * mix(vec3(1.0), Ctint, specular_tint), base_color.rgb, metallic);
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vec3 Csheen = mix(vec3(1.0), Ctint, sheen_tint);
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// Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
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// and mix in diffuse retro-reflection based on roughness
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float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
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float Fd90 = 0.5 + 2.0 * LdotH*LdotH * roughness;
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float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
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// Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
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// 1.25 scale is used to (roughly) preserve albedo
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// Fss90 used to "flatten" retroreflection based on roughness
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float Fss90 = LdotH*LdotH * roughness;
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float Fss = mix(1.0, Fss90, FL) * mix(1.0, Fss90, FV);
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float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
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// specular
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float aspect = sqrt(1.0 - anisotropic * 0.9);
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float a = sqr(roughness);
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float ax = max(0.001, a / aspect);
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float ay = max(0.001, a * aspect);
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float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); //GTR2(NdotH, a);
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float FH = (fresnel_dielectric_cos(LdotH, eta) - F0) * F0_norm;
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vec3 Fs = mix(Cspec0, vec3(1.0), FH);
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float roughg = sqr(roughness * 0.5 + 0.5);
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float Gs = smithG_GGX(NdotL, roughg) * smithG_GGX(NdotV, roughg);
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// sheen
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vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen;
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diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen)
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* (1.0 - metallic) + Gs * Fs * Ds;
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}
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diffuse_and_specular_bsdf *= max(NdotL, 0.0);
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float CNdotL = dot(CN, light_position);
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float CNdotV = dot(CN, V);
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vec3 clearcoat_bsdf = vec3(0.0);
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if (CNdotL >= 0.0 && CNdotV >= 0.0 && clearcoat > 0.0) {
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float CNdotH = dot(CN, H);
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//float FH = schlick_fresnel(LdotH);
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// clearcoat (ior = 1.5 -> F0 = 0.04)
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float Dr = GTR1(CNdotH, mix(0.1, 0.001, clearcoat_gloss));
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float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH);
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float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25);
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clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25);
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}
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clearcoat_bsdf *= max(CNdotL, 0.0);
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L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf);
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}
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result = vec4(L, 1.0);
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}
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void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)
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@@ -65,12 +65,19 @@ static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[16].link)
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in[16].link = GPU_builtin(GPU_VIEW_NORMAL);
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// normal
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if (!in[17].link)
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in[17].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[16].link, GPU_builtin(GPU_VIEW_MATRIX), &in[16].link);
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GPU_link(mat, "direction_transform_m4v3", in[17].link, GPU_builtin(GPU_VIEW_MATRIX), &in[17].link);
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return GPU_stack_link(mat, "node_bsdf_principled", in, out);
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// clearcoat normal
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if (!in[18].link)
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in[18].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[18].link, GPU_builtin(GPU_VIEW_MATRIX), &in[18].link);
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return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
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}
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static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
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