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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl11
1 files changed, 7 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 15958dcf65e..139dcb33222 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -70,7 +70,6 @@ void node_bsdf_principled(vec4 base_color,
in_Refraction_3.N = N; /* Normalized during eval. */
in_Refraction_3.roughness = do_multiscatter != 0.0 ? roughness : transmission_roughness;
in_Refraction_3.ior = ior;
-
CLOSURE_EVAL_FUNCTION_4(node_bsdf_principled, Diffuse, Glossy, Glossy, Refraction);
@@ -92,9 +91,9 @@ void node_bsdf_principled(vec4 base_color,
vec3 base_color_tint = tint_from_color(base_color.rgb);
- /* TODO(fclem) This isn't good for rough glass using multiscatter (since the fresnel is applied
- * on each microfacet in cycles). */
- float fresnel = F_eta(in_Refraction_3.ior, NV);
+ float fresnel = (do_multiscatter != 0.0) ?
+ btdf_lut(NV, in_Glossy_1.roughness, in_Refraction_3.ior).y :
+ F_eta(in_Refraction_3.ior, NV);
{
/* Glossy reflections.
@@ -159,7 +158,11 @@ void node_bsdf_principled(vec4 base_color,
}
if (transmission > 1e-5) {
+ float btdf = (do_multiscatter != 0.0) ?
+ 1.0 :
+ btdf_lut(NV, in_Refraction_3.roughness, in_Refraction_3.ior).x;
/* TODO(fclem) This could be going to a transmission render pass instead. */
+ out_Refraction_3.radiance *= btdf;
out_Refraction_3.radiance = render_pass_glossy_mask(vec3(1), out_Refraction_3.radiance);
out_Refraction_3.radiance *= base_color.rgb;
/* Simulate 2nd transmission event. */