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#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)
/* #pragma (common_math_geom_lib.glsl) */
/* #pragma (common_uniforms_lib.glsl) */
/* #pragma (renderpass_lib.glsl) */
#ifndef VOLUMETRICS
uniform int outputSsrId; /*Default = 1;*/
uniform int outputSssId; /*Default = 1;*/
#endif
struct Closure {
#ifdef VOLUMETRICS
vec3 absorption;
vec3 scatter;
vec3 emission;
float anisotropy;
#else /* SURFACE */
vec3 radiance;
vec3 transmittance;
float holdout;
#endif
/* Metal Default Constructor - Requred for C++ constructor syntax. */
#ifdef GPU_METAL
inline Closure() = default;
# ifdef VOLUMETRICS
/* Explicit Closure constructors -- To support GLSL syntax */
inline Closure(vec3 in_absorption, vec3 in_scatter, vec3 in_emission, float in_anisotropy)
: absorption(in_absorption),
scatter(in_scatter),
emission(in_emission),
anisotropy(in_anisotropy)
{
}
# else
/* Explicit Closure constructors -- To support GLSL syntax */
inline Closure(vec3 in_radiance, vec3 in_transmittance, float in_holdout)
: radiance(in_radiance), transmittance(in_transmittance), holdout(in_holdout)
{
}
# endif /* VOLUMETRICS */
#endif /* GPU_METAL */
};
#ifndef GPU_METAL
/* Prototype */
Closure nodetree_exec();
vec4 closure_to_rgba(Closure);
void output_aov(vec4 color, float value, uint hash);
vec3 coordinate_camera(vec3 P);
vec3 coordinate_screen(vec3 P);
vec3 coordinate_reflect(vec3 P, vec3 N);
vec3 coordinate_incoming(vec3 P);
/* Single BSDFs. */
Closure closure_eval(ClosureDiffuse diffuse);
Closure closure_eval(ClosureTranslucent translucent);
Closure closure_eval(ClosureReflection reflection);
Closure closure_eval(ClosureRefraction refraction);
Closure closure_eval(ClosureEmission emission);
Closure closure_eval(ClosureTransparency transparency);
Closure closure_eval(ClosureVolumeScatter volume_scatter);
Closure closure_eval(ClosureVolumeAbsorption volume_absorption);
Closure closure_eval(ClosureHair hair);
/* Glass BSDF. */
Closure closure_eval(ClosureReflection reflection, ClosureRefraction refraction);
/* Dielectric BSDF. */
Closure closure_eval(ClosureDiffuse diffuse, ClosureReflection reflection);
/* ClearCoat BSDF. */
Closure closure_eval(ClosureReflection reflection, ClosureReflection clearcoat);
/* Volume BSDF. */
Closure closure_eval(ClosureVolumeScatter volume_scatter,
ClosureVolumeAbsorption volume_absorption,
ClosureEmission emission);
/* Specular BSDF. */
Closure closure_eval(ClosureDiffuse diffuse,
ClosureReflection reflection,
ClosureReflection clearcoat);
/* Principled BSDF. */
Closure closure_eval(ClosureDiffuse diffuse,
ClosureReflection reflection,
ClosureReflection clearcoat,
ClosureRefraction refraction);
Closure closure_add(Closure cl1, Closure cl2);
Closure closure_mix(Closure cl1, Closure cl2, float fac);
float ambient_occlusion_eval(vec3 normal,
float distance,
const float inverted,
const float sample_count);
/* WORKAROUND: Included later with libs. This is because we are mixing include systems. */
vec3 safe_normalize(vec3 N);
float fast_sqrt(float a);
vec3 cameraVec(vec3 P);
vec2 btdf_lut(float a, float b, float c);
vec2 brdf_lut(float a, float b);
vec3 F_brdf_multi_scatter(vec3 a, vec3 b, vec2 c);
vec3 F_brdf_single_scatter(vec3 a, vec3 b, vec2 c);
float F_eta(float a, float b);
#endif
#ifdef VOLUMETRICS
# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), vec3(0), 0.0)
#else
# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0)
#endif
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