void node_light_path(out float is_camera_ray, out float is_shadow_ray, out float is_diffuse_ray, out float is_glossy_ray, out float is_singular_ray, out float is_reflection_ray, out float is_transmission_ray, out float ray_length, out float ray_depth, out float diffuse_depth, out float glossy_depth, out float transparent_depth, out float transmission_depth) { /* Supported. */ is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0; is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0; is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0; is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0; /* Kind of supported. */ is_singular_ray = is_glossy_ray; is_reflection_ray = is_glossy_ray; is_transmission_ray = is_glossy_ray; ray_depth = rayDepth; diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0; glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0; transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0; /* Not supported. */ ray_length = 1.0; transparent_depth = 0.0; }