diff options
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_material.glsl | 20 |
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 */ |