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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl82
1 files changed, 57 insertions, 25 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
index 443bab7529b..429c4ed41ac 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -1,4 +1,7 @@
#ifndef VOLUMETRICS
+
+CLOSURE_EVAL_FUNCTION_DECLARE_3(node_eevee_specular, Diffuse, Glossy, Glossy)
+
void node_eevee_specular(vec4 diffuse,
vec4 specular,
float roughness,
@@ -12,34 +15,63 @@ void node_eevee_specular(vec4 diffuse,
float ssr_id,
out Closure result)
{
- normal = normalize(normal);
-
- vec3 out_diff, out_spec, ssr_spec;
- eevee_closure_default_clearcoat(normal,
- diffuse.rgb,
- specular.rgb,
- vec3(1.0),
- int(ssr_id),
- roughness,
- clearcoat_normal,
- clearcoat * 0.25,
- clearcoat_roughness,
- occlusion,
- true,
- out_diff,
- out_spec,
- ssr_spec);
-
- float alpha = 1.0 - transp;
+ CLOSURE_VARS_DECLARE_3(Diffuse, Glossy, Glossy);
+
+ in_common.occlusion = occlusion;
+
+ in_Diffuse_0.N = normal; /* Normalized during eval. */
+ in_Diffuse_0.albedo = diffuse.rgb;
+
+ in_Glossy_1.N = normal; /* Normalized during eval. */
+ in_Glossy_1.roughness = roughness;
+
+ in_Glossy_2.N = clearcoat_normal; /* Normalized during eval. */
+ in_Glossy_2.roughness = clearcoat_roughness;
+
+ CLOSURE_EVAL_FUNCTION_3(node_eevee_specular, Diffuse, Glossy, Glossy);
+
result = CLOSURE_DEFAULT;
- result.radiance = render_pass_diffuse_mask(diffuse.rgb, out_diff * diffuse.rgb);
- result.radiance += render_pass_glossy_mask(vec3(1.0), out_spec);
- result.radiance += render_pass_emission_mask(emissive.rgb);
- result.radiance *= alpha;
- result.transmittance = vec3(transp);
- closure_load_ssr_data(ssr_spec * alpha, roughness, normal, viewCameraVec, int(ssr_id), result);
+ {
+ /* Diffuse. */
+ out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1), out_Diffuse_0.radiance);
+ out_Diffuse_0.radiance *= in_Diffuse_0.albedo;
+ result += out_Diffuse_0.radiance;
+ }
+ {
+ /* Glossy. */
+ float NV = dot(in_Glossy_1.N, cameraVec);
+ vec2 split_sum = brdf_lut(NV, in_Glossy_1.roughness);
+ vec3 brdf = F_brdf_single_scatter(specular.rgb, vec3(1.0), split_sum);
+
+ out_Glossy_1.radiance = closure_mask_ssr_radiance(out_Glossy_1.radiance, ssr_id);
+ out_Glossy_1.radiance *= brdf;
+ out_Glossy_1.radiance = render_pass_glossy_mask(spec_color, out_Glossy_1.radiance);
+ closure_load_ssr_data(
+ out_Glossy_1.radiance, in_Glossy_1.roughness, in_Glossy_1.N, ssr_id, result);
+ }
+ {
+ /* Clearcoat. */
+ float NV = dot(in_Glossy_2.N, cameraVec);
+ vec2 split_sum = brdf_lut(NV, in_Glossy_2.roughness);
+ vec3 brdf = F_brdf_single_scatter(vec3(0.04), vec3(1.0), split_sum);
+
+ out_Glossy_2.radiance *= brdf * clearcoat * 0.25;
+ out_Glossy_2.radiance = render_pass_glossy_mask(vec3(1), out_Glossy_2.radiance);
+ result.radiance += out_Glossy_2.radiance;
+ }
+ {
+ /* Emission. */
+ vec3 out_emission_radiance = render_pass_emission_mask(emission.rgb);
+ result.radiance += out_emission_radiance;
+ }
+
+ float trans = 1.0 - trans;
+ result.transmittance = vec3(trans);
+ result.radiance *= alpha;
+ result.ssr_data.rgb *= alpha;
}
+
#else
/* Stub specular because it is not compatible with volumetrics. */
# define node_eevee_specular(a, b, c, d, e, f, g, h, i, j, k, result) (result = CLOSURE_DEFAULT)