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uniform vec3 basecol;
uniform float metallic;
uniform float specular;
uniform float roughness;
Closure nodetree_exec(void)
{
#ifdef HAIR_SHADER
vec3 B = normalize(cross(worldNormal, hairTangent));
float cos_theta;
if (hairThicknessRes == 1) {
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* Random cosine normal distribution on the hair surface. */
cos_theta = rand.x * 2.0 - 1.0;
}
else {
/* Shade as a cylinder. */
cos_theta = hairThickTime / hairThickness;
}
float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
vec3 N = normalize(worldNormal * sin_theta + B * cos_theta);
vec3 vN = mat3(ViewMatrix) * N;
#else
vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal);
#endif
vec3 dielectric = vec3(0.034) * specular * 2.0;
vec3 albedo = mix(basecol, vec3(0.0), metallic);
vec3 f0 = mix(dielectric, basecol, metallic);
vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
vec3 out_diff, out_spec, ssr_spec;
eevee_closure_default(N, albedo, f0, f90, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
Closure cl = CLOSURE_DEFAULT;
cl.radiance = out_spec + out_diff * albedo;
closure_load_ssr_data(ssr_spec, roughness, N, viewCameraVec, 1, cl);
#ifdef LOOKDEV
gl_FragDepth = 0.0;
#endif
return cl;
}
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