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author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:23:04 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:28:57 +0300 |
commit | 8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch) | |
tree | 585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl | |
parent | ac646bc20dafe176c1b84ee5beddf980aba11358 (diff) |
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl new file mode 100644 index 00000000000..04394a9420b --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl @@ -0,0 +1,16 @@ +#ifndef VOLUMETRICS +void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result) +{ + N = normalize(N); + vec3 out_refr; + color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */ + eevee_closure_refraction(N, roughness, ior, out_refr); + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.radiance = out_refr * color.rgb; +} +#else +/* Stub refraction because it is not compatible with volumetrics. */ +# define node_bsdf_refraction +#endif |