uniform vec3 basecol; uniform float metallic; uniform float specular; uniform float roughness; Closure nodetree_exec(void) { vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 diffuse = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); vec3 ssr_spec; vec3 radiance = eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0, 0, ssr_spec); Closure result = Closure(radiance, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0); return result; }