#ifndef VOLUMETRICS void node_bsdf_glossy( vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result) { N = normalize(N); vec3 out_spec, ssr_spec; eevee_closure_glossy(N, vec3(1.0), use_multiscatter != 0.0 ? vec3(1.0) : vec3(-1.0), /* HACK */ int(ssr_id), roughness, 1.0, true, out_spec, ssr_spec); vec3 vN = mat3(ViewMatrix) * N; result = CLOSURE_DEFAULT; result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) * color.rgb; closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result); } #else /* Stub glossy because it is not compatible with volumetrics. */ # define node_bsdf_glossy(a, b, c, d, e, result) (result = CLOSURE_DEFAULT) #endif