#ifndef VOLUMETRICS CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_glossy, Glossy) void node_bsdf_glossy( vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result) { bool do_ssr = (ssrToggle && int(ssr_id) == outputSsrId); CLOSURE_VARS_DECLARE_1(Glossy); in_Glossy_0.N = N; /* Normalized during eval. */ in_Glossy_0.roughness = roughness; CLOSURE_EVAL_FUNCTION_1(node_bsdf_glossy, Glossy); result = CLOSURE_DEFAULT; vec2 split_sum = brdf_lut(dot(in_Glossy_0.N, cameraVec(worldPosition)), in_Glossy_0.roughness); vec3 brdf = (use_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; closure_load_ssr_data( out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result); } #else /* Stub glossy because it is not compatible with volumetrics. */ # define node_bsdf_glossy(a, b, c, d, e, result) (result = CLOSURE_DEFAULT) #endif