#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) void node_hair_info(float hair_length, out float is_strand, out float intercept, out float out_length, out float thickness, out vec3 normal, out float random) { is_strand = float(g_data.is_strand); intercept = g_data.hair_time; thickness = g_data.hair_thickness; out_length = hair_length; normal = g_data.curve_N; /* TODO: could be precomputed per strand instead. */ random = wang_hash_noise(uint(g_data.hair_strand_id)); }