#ifndef VOLUMETRICS CLOSURE_EVAL_FUNCTION_DECLARE_2(node_bsdf_glass, Glossy, Refraction) void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, const float do_multiscatter, const float ssr_id, out Closure result) { CLOSURE_VARS_DECLARE_2(Glossy, Refraction); in_Glossy_0.N = N; /* Normalized during eval. */ in_Glossy_0.roughness = roughness; in_Refraction_1.N = N; /* Normalized during eval. */ in_Refraction_1.roughness = roughness; in_Refraction_1.ior = ior; CLOSURE_EVAL_FUNCTION_2(node_bsdf_glass, Glossy, Refraction); result = CLOSURE_DEFAULT; float NV = dot(in_Refraction_1.N, cameraVec(worldPosition)); float fresnel = (do_multiscatter != 0.0) ? btdf_lut(NV, in_Refraction_1.roughness, in_Refraction_1.ior).y : F_eta(in_Refraction_1.ior, NV); vec2 split_sum = brdf_lut(NV, in_Glossy_0.roughness); vec3 brdf = (do_multiscatter != 0.0) ? F_brdf_multi_scatter(vec3(1.0), vec3(1.0), split_sum) : F_brdf_single_scatter(vec3(1.0), vec3(1.0), split_sum); out_Glossy_0.radiance = closure_mask_ssr_radiance(out_Glossy_0.radiance, ssr_id); out_Glossy_0.radiance *= brdf; out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance); out_Glossy_0.radiance *= color.rgb * fresnel; closure_load_ssr_data( out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result); float btdf = (do_multiscatter != 0.0) ? 1.0 : btdf_lut(NV, in_Refraction_1.roughness, in_Refraction_1.ior).x; out_Refraction_1.radiance *= btdf; out_Refraction_1.radiance = render_pass_glossy_mask(vec3(1.0), out_Refraction_1.radiance); out_Refraction_1.radiance *= color.rgb * (1.0 - fresnel); /* Simulate 2nd absorption event. */ out_Refraction_1.radiance *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); result.radiance += out_Refraction_1.radiance; } #else /* Stub glass because it is not compatible with volumetrics. */ # define node_bsdf_glass(a, b, c, d, e, f, result) (result = CLOSURE_DEFAULT) #endif