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