diff options
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.glsl | 29 |
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) |