uniform vec3 basecol; uniform float metallic; uniform float specular; uniform float roughness; Closure nodetree_exec(void) { #ifdef HAIR_SHADER vec3 B = normalize(cross(worldNormal, hairTangent)); float cos_theta; if (hairThicknessRes == 1) { vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); /* Random cosine normal distribution on the hair surface. */ cos_theta = rand.x * 2.0 - 1.0; } else { /* Shade as a cylinder. */ cos_theta = hairThickTime / hairThickness; } float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; vec3 N = normalize(worldNormal * sin_theta + B * cos_theta); vec3 vN = mat3(ViewMatrix) * N; #else vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal); #endif vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 albedo = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); vec3 out_diff, out_spec, ssr_spec; eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec); Closure result = Closure( out_spec + out_diff * albedo, 1.0, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), 0); #ifdef LOOKDEV gl_FragDepth = 0.0; #endif return result; }