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author | Clément Foucault <foucault.clem@gmail.com> | 2021-10-13 21:51:15 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-10-13 21:51:15 +0300 |
commit | 10abaf3ddf08fc891cb7b7ce98bb2166bb1b9f14 (patch) | |
tree | 7e582a4f7a4c81e08e2d092ddf2d95f1d2ac4536 | |
parent | d39cd851c0ca67dff975b1c447089d319ef0816f (diff) |
Fix T88766 EEVEE: Missing glossy reflections with Shader to RGB & SSR is active.
This was due to the shading evaluation being outdated inside the ShaderToRGBA
glsl code.
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl index a5fdc7a2337..f0f2f79c60e 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl @@ -1,14 +1,22 @@ #ifndef VOLUMETRICS + +CLOSURE_EVAL_FUNCTION_DECLARE_1(node_shader_to_rgba, Glossy) + void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha) { vec4 spec_accum = vec4(0.0); if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) { - vec3 V = cameraVec(worldPosition); + CLOSURE_VARS_DECLARE_1(Glossy); + vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec(viewPosition)); vec3 N = transform_direction(ViewMatrixInverse, vN); - float roughness = cl.ssr_data.a; - float roughnessSquared = max(1e-3, roughness * roughness); - fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); + + in_Glossy_0.N = N; /* Normalized during eval. */ + in_Glossy_0.roughness = cl.ssr_data.a; + + CLOSURE_EVAL_FUNCTION_1(node_shader_to_rgba, Glossy); + + spec_accum.rgb = out_Glossy_0.radiance; } outalpha = saturate(1.0 - avg(cl.transmittance)); |