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/**
* Deferred lighting evaluation: Lighting is evaluated in a separate pass.
*
* Outputs shading parameter per pixel using a randomized set of BSDFs.
**/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
void main()
{
init_globals();
nodetree_surface();
}
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