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authorStuart Broadfoot <gbroadfoot@hotmail.com>2013-09-16 03:58:00 +0400
committerStuart Broadfoot <gbroadfoot@hotmail.com>2013-09-16 03:58:00 +0400
commit3306afac876b545d85b121ea1bc7539d5c759d94 (patch)
tree776bcec11cd821a8bd2f3c73e8f306b9a06c2838 /source/blender/gpu
parent0e46f1b1f8ceda9b2705691fbc82ac254de78aee (diff)
Cycles Hair: Two basic bair shaders added
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift. Llimitations include: -No glint or fresnel adjustments. -The 'offset' is un-used when triangle primitives are used.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index cd8c2db1821..3204c1f280d 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2092,6 +2092,11 @@ void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float shar
node_bsdf_diffuse(color, 0.0, N, result);
}
+void node_bsdf_hair(vec4 color, float roughnessu, float roughnessv,, out vec4 result)
+{
+ result = color;
+}
+
/* emission */
void node_emission(vec4 color, float strength, vec3 N, out vec4 result)