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authorClément Foucault <foucault.clem@gmail.com>2022-03-23 16:15:12 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-23 16:15:12 +0300
commitf4dab644872862ad3f1c9623fcb87c638c4f3bab (patch)
tree0c2787a95205c17d15d9ccc7c02dbf014ae6b935
parent6a7f603e70a7fadf60f3733eb1f0d6730ec15142 (diff)
EEVEE: Move Closure definitions to gpu_shader_codegen_lib.glsleevee-rewrite
This way they can be used as inputs to the closure eval functions.
-rw-r--r--source/blender/draw/engines/eevee/shaders/eevee_closure_lib.glsl36
-rw-r--r--source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl36
2 files changed, 36 insertions, 36 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_closure_lib.glsl b/source/blender/draw/engines/eevee/shaders/eevee_closure_lib.glsl
index d255b9ad7a3..fb252ef7c88 100644
--- a/source/blender/draw/engines/eevee/shaders/eevee_closure_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/eevee_closure_lib.glsl
@@ -1,40 +1,4 @@
-struct ClosureDiffuse {
- vec3 color;
- vec3 N;
- vec3 sss_radius;
- uint sss_id;
-};
-
-struct ClosureReflection {
- vec3 color;
- vec3 N;
- float roughness;
-};
-
-struct ClosureRefraction {
- vec3 color;
- vec3 N;
- float roughness;
- float ior;
-};
-
-struct ClosureVolume {
- vec3 emission;
- vec3 scattering;
- vec3 transmittance;
- float anisotropy;
-};
-
-struct ClosureEmission {
- vec3 emission;
-};
-
-struct ClosureTransparency {
- vec3 transmittance;
- float holdout;
-};
-
/* We use the weight tree pre-evaluation to weight the closures.
* There is no need for the Closure type. */
struct Closure {
diff --git a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
index 086ff5b0217..e0523ab0619 100644
--- a/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_codegen_lib.glsl
@@ -26,3 +26,39 @@
#else
# define FrontFacing true
#endif
+
+struct ClosureDiffuse {
+ vec3 color;
+ vec3 N;
+ vec3 sss_radius;
+ uint sss_id;
+};
+
+struct ClosureReflection {
+ vec3 color;
+ vec3 N;
+ float roughness;
+};
+
+struct ClosureRefraction {
+ vec3 color;
+ vec3 N;
+ float roughness;
+ float ior;
+};
+
+struct ClosureVolume {
+ vec3 emission;
+ vec3 scattering;
+ vec3 transmittance;
+ float anisotropy;
+};
+
+struct ClosureEmission {
+ vec3 emission;
+};
+
+struct ClosureTransparency {
+ vec3 transmittance;
+ float holdout;
+};