Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl21
1 files changed, 15 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
index ba02ae6d886..6788b34c938 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
@@ -6,8 +6,8 @@ void node_bsdf_glass(vec4 color,
float roughness,
float ior,
vec3 N,
- float use_multiscatter,
- float ssr_id,
+ const float do_multiscatter,
+ const float ssr_id,
out Closure result)
{
CLOSURE_VARS_DECLARE_2(Glossy, Refraction);
@@ -23,11 +23,16 @@ void node_bsdf_glass(vec4 color,
result = CLOSURE_DEFAULT;
- float fresnel = F_eta(in_Refraction_1.ior, dot(in_Glossy_0.N, cameraVec));
+ float NV = dot(in_Refraction_1.N, cameraVec);
+
+ float fresnel = (do_multiscatter != 0.0) ?
+ btdf_lut(NV, in_Refraction_1.roughness, in_Refraction_1.ior).y :
+ F_eta(in_Refraction_1.ior, NV);
+
+ vec2 split_sum = brdf_lut(NV, in_Glossy_0.roughness);
+ vec3 brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(vec3(1.0), vec3(1.0), split_sum) :
+ F_brdf_single_scatter(vec3(1.0), vec3(1.0), split_sum);
- vec2 split_sum = brdf_lut(dot(in_Glossy_0.N, cameraVec), in_Glossy_0.roughness);
- vec3 brdf = (use_multiscatter != 0.0) ? F_brdf_multi_scatter(vec3(1.0), vec3(1.0), split_sum) :
- F_brdf_single_scatter(vec3(1.0), vec3(1.0), split_sum);
out_Glossy_0.radiance = closure_mask_ssr_radiance(out_Glossy_0.radiance, ssr_id);
out_Glossy_0.radiance *= brdf;
out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance);
@@ -35,6 +40,10 @@ void node_bsdf_glass(vec4 color,
closure_load_ssr_data(
out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result);
+ float btdf = (do_multiscatter != 0.0) ?
+ 1.0 :
+ btdf_lut(NV, in_Refraction_1.roughness, in_Refraction_1.ior).x;
+ out_Refraction_1.radiance *= btdf;
out_Refraction_1.radiance = render_pass_glossy_mask(vec3(1.0), out_Refraction_1.radiance);
out_Refraction_1.radiance *= color.rgb * (1.0 - fresnel);
/* Simulate 2nd absorption event. */