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gpu_shader_material_anisotropic.glsl « material « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#ifndef VOLUMETRICS
void node_bsdf_anisotropic(vec4 color,
                           float roughness,
                           float anisotropy,
                           float rotation,
                           vec3 N,
                           vec3 T,
                           const float use_multiscatter,
                           const float ssr_id,
                           out Closure result)
{
  node_bsdf_glossy(color, roughness, N, use_multiscatter, ssr_id, result);
}
#else
/* Stub anisotropic because it is not compatible with volumetrics. */
#  define node_bsdf_anisotropic(a, b, c, d, e, f, g, h, result) (result = CLOSURE_DEFAULT)
#endif