diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl index 79bfd9b24bb..80bd3941b22 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl @@ -1,12 +1,20 @@ #ifndef VOLUMETRICS + +CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_translucent, Translucent) + void node_bsdf_translucent(vec4 color, vec3 N, out Closure result) { - N = normalize(N); + CLOSURE_VARS_DECLARE_1(Translucent); + + in_Translucent_0.N = -N; /* Normalized during eval. */ + + CLOSURE_EVAL_FUNCTION_1(node_bsdf_translucent, Translucent); + result = CLOSURE_DEFAULT; - eevee_closure_diffuse(-N, color.rgb, 1.0, false, result.radiance); - closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result); - result.radiance = render_pass_diffuse_mask(color.rgb, result.radiance * color.rgb); + closure_load_ssr_data(vec3(0.0), 0.0, -in_Translucent_0.N, -1.0, result); + result.radiance = render_pass_diffuse_mask(color.rgb, out_Translucent_0.radiance * color.rgb); } + #else /* Stub translucent because it is not compatible with volumetrics. */ # define node_bsdf_translucent(a, b, c) (c = CLOSURE_DEFAULT) |