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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_refraction.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

33 lines
1.1 KiB
GLSL

#ifndef VOLUMETRICS
CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_refraction, Refraction)
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
CLOSURE_VARS_DECLARE_1(Refraction);
in_Refraction_0.N = N; /* Normalized during eval. */
in_Refraction_0.roughness = roughness;
in_Refraction_0.ior = ior;
CLOSURE_EVAL_FUNCTION_1(node_bsdf_refraction, Refraction);
result = CLOSURE_DEFAULT;
out_Refraction_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Refraction_0.radiance);
out_Refraction_0.radiance *= color.rgb;
/* Simulate 2nd absorption event. */
out_Refraction_0.radiance *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0);
result.radiance = out_Refraction_0.radiance;
/* TODO(fclem) Try to not use this. */
result.ssr_normal = normal_encode(mat3(ViewMatrix) * in_Refraction_0.N,
viewCameraVec(viewPosition));
}
#else
/* Stub refraction because it is not compatible with volumetrics. */
# define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT)
#endif