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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
Clément Foucault 1d51cb6be2 Cleanup: EEVEE: change cameraVec macro to cameraVec(P)
This makes is clearer and avoid having to setup worldPosition if
shader is not a material shader.
2021-02-21 01:33:56 +01:00

34 lines
1.2 KiB
GLSL

#ifndef VOLUMETRICS
CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_glossy, Glossy)
void node_bsdf_glossy(
vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result)
{
bool do_ssr = (ssrToggle && int(ssr_id) == outputSsrId);
CLOSURE_VARS_DECLARE_1(Glossy);
in_Glossy_0.N = N; /* Normalized during eval. */
in_Glossy_0.roughness = roughness;
CLOSURE_EVAL_FUNCTION_1(node_bsdf_glossy, Glossy);
result = CLOSURE_DEFAULT;
vec2 split_sum = brdf_lut(dot(in_Glossy_0.N, cameraVec(worldPosition)), in_Glossy_0.roughness);
vec3 brdf = (use_multiscatter != 0.0) ? F_brdf_multi_scatter(vec3(1.0), vec3(1.0), split_sum) :
F_brdf_single_scatter(vec3(1.0), vec3(1.0), split_sum);
out_Glossy_0.radiance = closure_mask_ssr_radiance(out_Glossy_0.radiance, ssr_id);
out_Glossy_0.radiance *= brdf;
out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance);
out_Glossy_0.radiance *= color.rgb;
closure_load_ssr_data(
out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, 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