diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-08-18 17:40:04 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-08-18 18:08:23 +0300 |
commit | 036f43f3cde472867de87032297d74390aa2815e (patch) | |
tree | 034a8be0f6ea860aba04f48133d93893c6b8dd62 /source/blender/gpu/shaders | |
parent | e8f0ee157b290e41258bf704d63c00cb2d4d2a90 (diff) |
Eevee: Convert metallic nodes into princinpled nodes
And wipe metallic out of the map.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 13 |
1 files changed, 0 insertions, 13 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index b8b2b6a4d56..2470b607b07 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -4055,19 +4055,6 @@ void world_normals_get(out vec3 N) N = gl_FrontFacing ? worldNormal : -worldNormal; } -void node_eevee_metallic( - vec4 basecol, float metallic, float specular, float roughness, vec4 emissive, float transp, vec3 normal, - float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal, - float occlusion, float ssr_id, out Closure result) -{ - vec3 diffuse, f0, ssr_spec; - convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, f0); - - vec3 L = eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, int(ssr_id), ssr_spec); - vec3 vN = normalize(mat3(ViewMatrix) * normal); - result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id)); -} - void node_eevee_specular( vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal, float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal, |