diff options
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl index a5fdc7a2337..f0f2f79c60e 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl @@ -1,14 +1,22 @@ #ifndef VOLUMETRICS + +CLOSURE_EVAL_FUNCTION_DECLARE_1(node_shader_to_rgba, Glossy) + void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha) { vec4 spec_accum = vec4(0.0); if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) { - vec3 V = cameraVec(worldPosition); + CLOSURE_VARS_DECLARE_1(Glossy); + vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec(viewPosition)); vec3 N = transform_direction(ViewMatrixInverse, vN); - float roughness = cl.ssr_data.a; - float roughnessSquared = max(1e-3, roughness * roughness); - fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); + + in_Glossy_0.N = N; /* Normalized during eval. */ + in_Glossy_0.roughness = cl.ssr_data.a; + + CLOSURE_EVAL_FUNCTION_1(node_shader_to_rgba, Glossy); + + spec_accum.rgb = out_Glossy_0.radiance; } outalpha = saturate(1.0 - avg(cl.transmittance)); |