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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/intern/gpu_shader_material.glsl20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_material.glsl b/source/blender/gpu/intern/gpu_shader_material.glsl
index f2c4533a654..3f3e92dd1f1 100644
--- a/source/blender/gpu/intern/gpu_shader_material.glsl
+++ b/source/blender/gpu/intern/gpu_shader_material.glsl
@@ -1853,7 +1853,7 @@ void node_bsdf_diffuse(vec4 color, vec3 N, out vec4 result)
result = vec4(L*color.rgb, 1.0);
}
-void node_bsdf_glossy(vec4 color, float roughness, float fresnel, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_glossy(vec4 color, float roughness, vec3 N, vec3 I, out vec4 result)
{
vec3 L = vec3(0.0);
@@ -1874,7 +1874,7 @@ void node_bsdf_anisotropic(vec4 color, float roughnessU, float roughnessV, vec3
node_bsdf_diffuse(color, N, result);
}
-void node_bsdf_glass(vec4 color, float roughness, float fresnel, vec3 N, vec3 I, out vec4 result)
+void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, vec3 I, out vec4 result)
{
node_bsdf_diffuse(color, N, result);
}
@@ -1893,7 +1893,7 @@ void node_bsdf_transparent(vec4 color, out vec4 result)
result.a = 0.0;
}
-void node_bsdf_velvet(vec4 color, float sigma, float fresnel, vec3 N, out vec4 result)
+void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out vec4 result)
{
node_bsdf_diffuse(color, N, result);
}
@@ -1907,22 +1907,22 @@ void node_emission(vec4 color, float strength, vec3 N, out vec4 result)
/* closures */
-void node_mix_closure(float fac, vec4 closure1, vec4 closure2, out vec4 closure)
+void node_mix_shader(float fac, vec4 shader1, vec4 shader2, out vec4 shader)
{
- closure = mix(closure1, closure2, fac);
+ shader = mix(shader1, shader2, fac);
}
-void node_add_closure(vec4 closure1, vec4 closure2, out vec4 closure)
+void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
{
- closure = closure1 + closure2;
+ shader = shader1 + shader2;
}
/* fresnel */
-void node_fresnel(float f, vec3 N, vec3 I, out float result)
+void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
- f = max(1.0 - f, 0.00001);
- result = fresnel_dielectric(I, N, 1.0/f); //backfacing()? f: 1.0/f);
+ float eta = max(ior, 0.00001);
+ result = fresnel_dielectric(I, N, eta); //backfacing()? 1.0/eta: eta);
}
/* geometry */