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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.glsl37
1 files changed, 10 insertions, 27 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 8a42a131f43..871fa00b3d4 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
@@ -1,32 +1,15 @@
-#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)
+void node_bsdf_refraction(
+ vec4 color, float roughness, float ior, vec3 N, float weight, out Closure result)
{
- 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);
+ N = safe_normalize(N);
- result = CLOSURE_DEFAULT;
+ ClosureRefraction refraction_data;
+ refraction_data.weight = weight;
+ refraction_data.color = color.rgb;
+ refraction_data.N = N;
+ refraction_data.roughness = roughness;
+ refraction_data.ior = ior;
- 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(viewPosition));
+ result = closure_eval(refraction_data);
}
-
-#else
-/* Stub refraction because it is not compatible with volumetrics. */
-# define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT)
-#endif