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blender-archive/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
2020-06-30 01:32:00 +02:00

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GLSL

#ifndef VOLUMETRICS
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
N = normalize(N);
vec3 out_refr;
color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
eevee_closure_refraction(N, roughness, ior, true, out_refr);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.radiance = render_pass_glossy_mask(color.rgb, out_refr * color.rgb);
}
#else
/* Stub refraction because it is not compatible with volumetrics. */
# define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT)
#endif