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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.glsl16
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)