#ifndef VOLUMETRICS CLOSURE_EVAL_FUNCTION_DECLARE_1(node_bsdf_refraction, Refraction) void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result) { CLOSURE_VARS_DECLARE_1(Refraction); in_Refraction_0.N = N; /* Normalized during eval. */ in_Refraction_0.roughness = roughness; in_Refraction_0.ior = ior; CLOSURE_EVAL_FUNCTION_1(node_bsdf_refraction, Refraction); result = CLOSURE_DEFAULT; out_Refraction_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Refraction_0.radiance); out_Refraction_0.radiance *= color.rgb; /* Simulate 2nd absorption event. */ out_Refraction_0.radiance *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); result.radiance = out_Refraction_0.radiance; /* TODO(fclem) Try to not use this. */ result.ssr_normal = normal_encode(mat3(ViewMatrix) * in_Refraction_0.N, viewCameraVec(viewPosition)); } #else /* Stub refraction because it is not compatible with volumetrics. */ # define node_bsdf_refraction(a, b, c, d, e) (e = CLOSURE_DEFAULT) #endif