/** * Background used to shade the world. * * Outputs shading parameter per pixel using a set of randomized BSDFs. **/ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl) #pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) #pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) void main() { init_globals(); /* View position is passed to keep accuracy. */ g_data.N = normal_view_to_world(viewCameraVec(interp.P)); g_data.Ng = g_data.N; g_data.P = -g_data.N + cameraPos; attrib_load(); nodetree_surface(); g_holdout = saturate(g_holdout); ivec2 out_texel = ivec2(gl_FragCoord.xy); imageStore(rp_normal_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); imageStore(rp_diffuse_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); imageStore(rp_diffuse_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); imageStore(rp_specular_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); imageStore(rp_specular_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); imageStore(rp_emission_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); out_background.rgb = safe_color(g_emission) * (1.0 - g_holdout); out_background.a = saturate(avg(g_transmittance)) * g_holdout; }