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authorDalai Felinto <dfelinto@gmail.com>2017-08-18 17:40:04 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-08-18 18:08:23 +0300
commit036f43f3cde472867de87032297d74390aa2815e (patch)
tree034a8be0f6ea860aba04f48133d93893c6b8dd62 /source/blender/gpu/shaders
parente8f0ee157b290e41258bf704d63c00cb2d4d2a90 (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.glsl13
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,