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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
2019-09-05 17:37:50 +02:00

33 lines
1.1 KiB
GLSL

#ifndef VOLUMETRICS
void node_bsdf_glass(
vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result)
{
N = normalize(N);
vec3 out_spec, out_refr, ssr_spec;
vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb :
color.rgb; /* Simulate 2 transmission event */
eevee_closure_glass(N,
vec3(1.0),
vec3(1.0),
int(ssr_id),
roughness,
1.0,
ior,
true,
out_spec,
out_refr,
ssr_spec);
out_refr *= refr_color;
out_spec *= color.rgb;
float fresnel = F_eta(ior, dot(N, cameraVec));
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = mix(out_refr, out_spec, fresnel);
closure_load_ssr_data(
ssr_spec * color.rgb * fresnel, roughness, N, viewCameraVec, int(ssr_id), result);
}
#else
/* Stub glass because it is not compatible with volumetrics. */
# define node_bsdf_glass
#endif