This makes is clearer and avoid having to setup worldPosition if shader is not a material shader.
33 lines
1.1 KiB
GLSL
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
|