This makes is clearer and avoid having to setup worldPosition if shader is not a material shader.
34 lines
1.2 KiB
GLSL
34 lines
1.2 KiB
GLSL
#ifndef VOLUMETRICS
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CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_glossy, Glossy)
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void node_bsdf_glossy(
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vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result)
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{
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bool do_ssr = (ssrToggle && int(ssr_id) == outputSsrId);
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CLOSURE_VARS_DECLARE_1(Glossy);
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in_Glossy_0.N = N; /* Normalized during eval. */
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in_Glossy_0.roughness = roughness;
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CLOSURE_EVAL_FUNCTION_1(node_bsdf_glossy, Glossy);
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result = CLOSURE_DEFAULT;
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vec2 split_sum = brdf_lut(dot(in_Glossy_0.N, cameraVec(worldPosition)), in_Glossy_0.roughness);
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vec3 brdf = (use_multiscatter != 0.0) ? F_brdf_multi_scatter(vec3(1.0), vec3(1.0), split_sum) :
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F_brdf_single_scatter(vec3(1.0), vec3(1.0), split_sum);
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out_Glossy_0.radiance = closure_mask_ssr_radiance(out_Glossy_0.radiance, ssr_id);
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out_Glossy_0.radiance *= brdf;
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out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance);
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out_Glossy_0.radiance *= color.rgb;
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closure_load_ssr_data(
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out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result);
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}
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#else
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/* Stub glossy because it is not compatible with volumetrics. */
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# define node_bsdf_glossy(a, b, c, d, e, result) (result = CLOSURE_DEFAULT)
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#endif
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