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author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 14:02:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 98e4d548a16c6533eadbe619f78cf1dda1a5c7a4 (patch) | |
tree | faa3c46f400afa969271ea7083601c691834b45b /source/blender/gpu | |
parent | 119423b252c405b674c790b85962e5321882a9f4 (diff) |
Eevee: Hair: Make SSR works with hairs.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 6f253a48f86..4c77dd038af 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2558,7 +2558,23 @@ void node_output_world(Closure surface, Closure volume, out Closure result) /* EEVEE output */ void world_normals_get(out vec3 N) { +#ifdef HAIR_SHADER + vec3 B = normalize(cross(worldNormal, hairTangent)); + float cos_theta; + if (hairThicknessRes == 1) { + vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + /* Random cosine normal distribution on the hair surface. */ + cos_theta = rand.x * 2.0 - 1.0; + } + else { + /* Shade as a cylinder. */ + cos_theta = hairThickTime / hairThickness; + } + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; + N = normalize(worldNormal * sin_theta + B * cos_theta); +#else N = gl_FrontFacing ? worldNormal : -worldNormal; +#endif } void node_eevee_specular( |