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authorClément Foucault <foucault.clem@gmail.com>2018-08-08 19:34:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-08 22:27:26 +0300
commitcac43e1765ab128880bd410d3b8387dc7143f740 (patch)
tree85277c7c6230bda86381266406e46ca85e3a78f0 /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent26d46d00cfa73efe8e434796634dd23e76abbf19 (diff)
Eevee: Use "constant folding" for the principle shader
This is more like a static optimisation when some parameters are set to 1.0 or 0.0. In theses case we use a more optimized version of the node. This also revisit the transmission parameter behaviour to make it closer to cycles.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 8b232bf14a4..286f00783d9 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -548,6 +548,14 @@ float F_eta(float eta, float cos_theta)
return result;
}
+/* Fresnel color blend base on fresnel factor */
+vec3 F_color_blend(float eta, float fresnel, vec3 f0_color)
+{
+ float f0 = F_eta(eta, 1.0);
+ float fac = saturate((fresnel - f0) / max(1e-8, 1.0 - f0));
+ return mix(f0_color, vec3(1.0), fac);
+}
+
/* Fresnel */
vec3 F_schlick(vec3 f0, float cos_theta)
{