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