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authorClément Foucault <foucault.clem@gmail.com>2017-04-25 19:46:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-25 19:47:20 +0300
commit041a50291b73b727fdf8bc3192de2917e8563ce0 (patch)
tree4a01f82c9241b3fa3037ccdaac113d4a86be447e /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent00f5c621a65b6bc9847776b2542588835fb4054c (diff)
Eevee: Make default shaders works.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed) - Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
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.glsl7
1 files changed, 7 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 5762ca45b71..fddc9c54cb2 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -271,6 +271,13 @@ vec3 mrp_area(LightData ld, ShadingData sd, vec3 dir, inout float roughness, out
return closest_point_on_rectangle / len;
}
+/* Fresnel */
+vec3 F_schlick(vec3 f0, float cos_theta)
+{
+ float fac = pow(1.0 - cos_theta, 5);
+ return f0 + (1.0 - f0) * fac;
+}
+
/* GGX */
float D_ggx_opti(float NH, float a2)
{