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

58 lines
2.2 KiB
GLSL

#ifndef VOLUMETRICS
CLOSURE_EVAL_FUNCTION_DECLARE_2(node_bsdf_glass, Glossy, Refraction)
void node_bsdf_glass(vec4 color,
float roughness,
float ior,
vec3 N,
const float do_multiscatter,
const float ssr_id,
out Closure result)
{
CLOSURE_VARS_DECLARE_2(Glossy, Refraction);
in_Glossy_0.N = N; /* Normalized during eval. */
in_Glossy_0.roughness = roughness;
in_Refraction_1.N = N; /* Normalized during eval. */
in_Refraction_1.roughness = roughness;
in_Refraction_1.ior = ior;
CLOSURE_EVAL_FUNCTION_2(node_bsdf_glass, Glossy, Refraction);
result = CLOSURE_DEFAULT;
float NV = dot(in_Refraction_1.N, cameraVec(worldPosition));
float fresnel = (do_multiscatter != 0.0) ?
btdf_lut(NV, in_Refraction_1.roughness, in_Refraction_1.ior).y :
F_eta(in_Refraction_1.ior, NV);
vec2 split_sum = brdf_lut(NV, in_Glossy_0.roughness);
vec3 brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(vec3(1.0), vec3(1.0), split_sum) :
F_brdf_single_scatter(vec3(1.0), vec3(1.0), split_sum);
out_Glossy_0.radiance = closure_mask_ssr_radiance(out_Glossy_0.radiance, ssr_id);
out_Glossy_0.radiance *= brdf;
out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance);
out_Glossy_0.radiance *= color.rgb * fresnel;
closure_load_ssr_data(
out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result);
float btdf = (do_multiscatter != 0.0) ?
1.0 :
btdf_lut(NV, in_Refraction_1.roughness, in_Refraction_1.ior).x;
out_Refraction_1.radiance *= btdf;
out_Refraction_1.radiance = render_pass_glossy_mask(vec3(1.0), out_Refraction_1.radiance);
out_Refraction_1.radiance *= color.rgb * (1.0 - fresnel);
/* Simulate 2nd absorption event. */
out_Refraction_1.radiance *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0);
result.radiance += out_Refraction_1.radiance;
}
#else
/* Stub glass because it is not compatible with volumetrics. */
# define node_bsdf_glass(a, b, c, d, e, f, result) (result = CLOSURE_DEFAULT)
#endif