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 | 41 |
1 files changed, 13 insertions, 28 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 7cbc7218f5c..f8a7b7a77b1 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 +1,17 @@ -#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); - - result = CLOSURE_DEFAULT; - - 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)); + closure_weight_add(g_refraction_data, weight); } -#else -/* Stub refraction because it is not compatible with volumetrics. */ -# define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT) -#endif +void node_bsdf_refraction_eval( + vec4 color, float roughness, float ior, vec3 N, float weight, out Closure result) +{ + if (closure_weight_threshold(g_refraction_data, weight)) { + g_refraction_data.color = color.rgb * weight; + g_refraction_data.N = N; + g_refraction_data.roughness = roughness; + g_refraction_data.ior = ior; + } +} |