#ifndef VOLUMETRICS CLOSURE_EVAL_FUNCTION_DECLARE_3(node_eevee_specular, Diffuse, Glossy, Glossy) void node_eevee_specular(vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal, float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal, float occlusion, float ssr_id, out Closure result) { CLOSURE_VARS_DECLARE_3(Diffuse, Glossy, Glossy); in_common.occlusion = occlusion; in_Diffuse_0.N = normal; /* Normalized during eval. */ in_Diffuse_0.albedo = diffuse.rgb; in_Glossy_1.N = normal; /* Normalized during eval. */ in_Glossy_1.roughness = roughness; in_Glossy_2.N = clearcoat_normal; /* Normalized during eval. */ in_Glossy_2.roughness = clearcoat_roughness; CLOSURE_EVAL_FUNCTION_3(node_eevee_specular, Diffuse, Glossy, Glossy); result = CLOSURE_DEFAULT; vec3 V = cameraVec(worldPosition); { /* Diffuse. */ out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1), out_Diffuse_0.radiance); out_Diffuse_0.radiance *= in_Diffuse_0.albedo; result.radiance += out_Diffuse_0.radiance; } { /* Glossy. */ float NV = dot(in_Glossy_1.N, V); vec2 split_sum = brdf_lut(NV, in_Glossy_1.roughness); vec3 brdf = F_brdf_single_scatter(specular.rgb, vec3(1.0), split_sum); out_Glossy_1.radiance = closure_mask_ssr_radiance(out_Glossy_1.radiance, ssr_id); out_Glossy_1.radiance *= brdf; out_Glossy_1.radiance = render_pass_glossy_mask(specular.rgb, out_Glossy_1.radiance); closure_load_ssr_data( out_Glossy_1.radiance, in_Glossy_1.roughness, in_Glossy_1.N, ssr_id, result); } { /* Clearcoat. */ float NV = dot(in_Glossy_2.N, V); vec2 split_sum = brdf_lut(NV, in_Glossy_2.roughness); vec3 brdf = F_brdf_single_scatter(vec3(0.04), vec3(1.0), split_sum); out_Glossy_2.radiance *= brdf * clearcoat * 0.25; out_Glossy_2.radiance = render_pass_glossy_mask(vec3(1), out_Glossy_2.radiance); result.radiance += out_Glossy_2.radiance; } { /* Emission. */ vec3 out_emission_radiance = render_pass_emission_mask(emissive.rgb); result.radiance += out_emission_radiance; } float alpha = 1.0 - transp; result.transmittance = vec3(transp); result.radiance *= alpha; result.ssr_data.rgb *= alpha; } #else /* Stub specular because it is not compatible with volumetrics. */ # define node_eevee_specular(a, b, c, d, e, f, g, h, i, j, k, result) (result = CLOSURE_DEFAULT) #endif