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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl27
1 files changed, 2 insertions, 25 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
index f0f2f79c60e..d791f067821 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
@@ -1,29 +1,6 @@
-#ifndef VOLUMETRICS
-
-CLOSURE_EVAL_FUNCTION_DECLARE_1(node_shader_to_rgba, Glossy)
void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
{
- vec4 spec_accum = vec4(0.0);
- if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) {
- CLOSURE_VARS_DECLARE_1(Glossy);
-
- vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec(viewPosition));
- vec3 N = transform_direction(ViewMatrixInverse, vN);
-
- in_Glossy_0.N = N; /* Normalized during eval. */
- in_Glossy_0.roughness = cl.ssr_data.a;
-
- CLOSURE_EVAL_FUNCTION_1(node_shader_to_rgba, Glossy);
-
- spec_accum.rgb = out_Glossy_0.radiance;
- }
-
- outalpha = saturate(1.0 - avg(cl.transmittance));
- outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0);
-
-# ifdef USE_SSS
- outcol.rgb += cl.sss_irradiance.rgb * cl.sss_albedo;
-# endif
+ outcol = closure_to_rgba(cl);
+ outalpha = outcol.a;
}
-#endif /* VOLUMETRICS */