diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl | 39 |
1 files changed, 13 insertions, 26 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl index fa83bfb6c7a..2e48ddd1c5e 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl @@ -1,33 +1,20 @@ -#ifndef VOLUMETRICS - -CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_glossy, Glossy) void node_bsdf_glossy( - vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result) + vec4 color, float roughness, vec3 N, float weight, float do_multiscatter, out Closure result) { - bool do_ssr = (ssrToggle && int(ssr_id) == outputSsrId); - - CLOSURE_VARS_DECLARE_1(Glossy); + N = safe_normalize(N); + vec3 V = cameraVec(g_data.P); + float NV = dot(N, V); - in_Glossy_0.N = N; /* Normalized during eval. */ - in_Glossy_0.roughness = roughness; + vec2 split_sum = brdf_lut(NV, roughness); - CLOSURE_EVAL_FUNCTION_1(node_bsdf_glossy, Glossy); + ClosureReflection reflection_data; + reflection_data.weight = weight; + reflection_data.color = (do_multiscatter != 0.0) ? + F_brdf_multi_scatter(color.rgb, color.rgb, split_sum) : + F_brdf_single_scatter(color.rgb, color.rgb, split_sum); + reflection_data.N = N; + reflection_data.roughness = roughness; - result = CLOSURE_DEFAULT; - - vec2 split_sum = brdf_lut(dot(in_Glossy_0.N, cameraVec(worldPosition)), 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); - out_Glossy_0.radiance *= color.rgb; - closure_load_ssr_data( - out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result); + result = closure_eval(reflection_data); } - -#else -/* Stub glossy because it is not compatible with volumetrics. */ -# define node_bsdf_glossy(a, b, c, d, e, result) (result = CLOSURE_DEFAULT) -#endif |