diff options
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.glsl | 23 |
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) |