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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl

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GLSL

#ifndef VOLUMETRICS
CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_diffuse, Diffuse)
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
CLOSURE_VARS_DECLARE_1(Diffuse);
in_Diffuse_0.N = N; /* Normalized during eval. */
in_Diffuse_0.albedo = color.rgb;
CLOSURE_EVAL_FUNCTION_1(node_bsdf_diffuse, Diffuse);
result = CLOSURE_DEFAULT;
out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1.0), out_Diffuse_0.radiance);
out_Diffuse_0.radiance *= color.rgb;
result.radiance = out_Diffuse_0.radiance;
/* TODO(@fclem): Try to not use this. */
closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}
#else
/* Stub diffuse because it is not compatible with volumetrics. */
# define node_bsdf_diffuse(a, b, c, d) (d = CLOSURE_DEFAULT)
#endif