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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl29
1 files changed, 22 insertions, 7 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
index cd043020a7f..db820efa42e 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
@@ -1,15 +1,30 @@
#ifndef VOLUMETRICS
+
+CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_refraction, Refraction)
+
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
- N = normalize(N);
- vec3 out_refr;
- color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
- eevee_closure_refraction(N, roughness, ior, true, out_refr);
- vec3 vN = mat3(ViewMatrix) * N;
+ CLOSURE_VARS_DECLARE_1(Refraction);
+
+ in_Refraction_0.N = N; /* Normalized during eval. */
+ in_Refraction_0.roughness = roughness;
+ in_Refraction_0.ior = ior;
+
+ CLOSURE_EVAL_FUNCTION_1(node_bsdf_refraction, Refraction);
+
result = CLOSURE_DEFAULT;
- result.ssr_normal = normal_encode(vN, viewCameraVec);
- result.radiance = render_pass_glossy_mask(color.rgb, out_refr * color.rgb);
+
+ out_Refraction_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Refraction_0.radiance);
+ out_Refraction_0.radiance *= color.rgb;
+ /* Simulate 2nd absorption event. */
+ out_Refraction_0.radiance *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0);
+
+ result.radiance = out_Refraction_0.radiance;
+
+ /* TODO(fclem) Try to not use this. */
+ result.ssr_normal = normal_encode(mat3(ViewMatrix) * in_Refraction_0.N, viewCameraVec);
}
+
#else
/* Stub refraction because it is not compatible with volumetrics. */
# define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT)