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/**
* Forward lighting evaluation: Lighting is evaluated during the geometry rasterization.
*
* This is used by alpha blended materials and materials using Shader to RGB nodes.
**/
#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_nodetree_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
float spec_light(ClosureReflection ref)
{
float gloss = saturate(1.0 - ref.roughness);
float shininess = exp2(10.0 * gloss + 1.0);
vec3 N = ref.N;
vec3 L = vec3(0.0, 0.0, 1.0);
vec3 H = normalize(L + cameraVec(g_data.P));
float spec_angle = saturate(dot(N, H));
float normalization_factor = shininess * 0.125 + 1.0;
float spec_light = pow(spec_angle, shininess) * saturate(dot(N, L)) * normalization_factor;
return spec_light;
}
vec4 closure_to_rgba(Closure cl)
{
vec4 out_color;
out_color.rgb = g_emission;
out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight *
saturate(g_diffuse_data.N.z * 0.5 + 0.5);
out_color.rgb += g_reflection_data.color * g_reflection_data.weight *
spec_light(g_reflection_data);
out_color.rgb += g_refraction_data.color * g_refraction_data.weight *
saturate(g_refraction_data.N.z * 0.5 + 0.5);
out_color.a = saturate(1.0 - avg(g_transmittance));
/* Reset for the next closure tree. */
closure_weights_reset();
return out_color;
}
void main(void)
{
init_globals();
fragment_displacement();
nodetree_surface();
g_holdout = saturate(g_holdout);
out_radiance.rgb = g_emission;
out_radiance.rgb += g_diffuse_data.color * g_diffuse_data.weight *
saturate(g_diffuse_data.N.z * 0.5 + 0.5);
out_radiance.rgb += g_reflection_data.color * g_reflection_data.weight *
spec_light(g_reflection_data);
out_radiance.rgb += g_refraction_data.color * g_refraction_data.weight *
saturate(g_refraction_data.N.z * 0.5 + 0.5);
out_radiance.a = 0.0;
out_radiance.rgb *= 1.0 - g_holdout;
out_transmittance.rgb = g_transmittance;
out_transmittance.a = saturate(avg(g_transmittance));
/* Test */
out_transmittance.a = 1.0 - out_transmittance.a;
out_radiance.a = 1.0 - out_radiance.a;
}
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