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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl23
1 files changed, 19 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
index d7b6143d2a1..01a16e194ca 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
@@ -1,12 +1,27 @@
#ifndef VOLUMETRICS
+
+CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_diffuse, Diffuse)
+
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
- N = normalize(N);
+ CLOSURE_VARS_DECLARE_1(Diffuse);
+
+ in_Diffuse_0.N = N; /* Normalized during eval. */
+ in_Diffuse_0.albedo = color.rgb;
+
+ CLOSURE_EVAL_FUNCTION_1(node_bsdf_diffuse, Diffuse);
+
result = CLOSURE_DEFAULT;
- eevee_closure_diffuse(N, color.rgb, 1.0, true, result.radiance);
- result.radiance = render_pass_diffuse_mask(color.rgb, result.radiance * color.rgb);
- closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
+
+ out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1.0), out_Diffuse_0.radiance);
+ out_Diffuse_0.radiance *= color.rgb;
+
+ result.radiance = out_Diffuse_0.radiance;
+
+ /* TODO(fclem) Try to not use this. */
+ closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}
+
#else
/* Stub diffuse because it is not compatible with volumetrics. */
# define node_bsdf_diffuse(a, b, c, d) (d = CLOSURE_DEFAULT)