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/**
* Background used to shade the world.
*
* Outputs shading parameter per pixel using a set of randomized BSDFs.
**/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
void main()
{
init_globals();
/* View position is passed to keep accuracy. */
g_data.N = normal_view_to_world(viewCameraVec(interp.P));
g_data.Ng = g_data.N;
g_data.P = -g_data.N + cameraPos;
attrib_load();
nodetree_surface();
g_holdout = saturate(g_holdout);
ivec2 out_texel = ivec2(gl_FragCoord.xy);
imageStore(rp_normal_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_diffuse_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_diffuse_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_specular_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_specular_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_emission_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
out_background.rgb = safe_color(g_emission) * (1.0 - g_holdout);
out_background.a = saturate(avg(g_transmittance)) * g_holdout;
}
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