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#ifndef VOLUMETRICS
CLOSURE_EVAL_FUNCTION_DECLARE_3(node_eevee_specular, Diffuse, Glossy, Glossy)
void node_eevee_specular(vec4 diffuse,
vec4 specular,
float roughness,
vec4 emissive,
float transp,
vec3 normal,
float clearcoat,
float clearcoat_roughness,
vec3 clearcoat_normal,
float occlusion,
float ssr_id,
out Closure result)
{
CLOSURE_VARS_DECLARE_3(Diffuse, Glossy, Glossy);
in_common.occlusion = occlusion;
in_Diffuse_0.N = normal; /* Normalized during eval. */
in_Diffuse_0.albedo = diffuse.rgb;
in_Glossy_1.N = normal; /* Normalized during eval. */
in_Glossy_1.roughness = roughness;
in_Glossy_2.N = clearcoat_normal; /* Normalized during eval. */
in_Glossy_2.roughness = clearcoat_roughness;
CLOSURE_EVAL_FUNCTION_3(node_eevee_specular, Diffuse, Glossy, Glossy);
result = CLOSURE_DEFAULT;
{
/* Diffuse. */
out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1), out_Diffuse_0.radiance);
out_Diffuse_0.radiance *= in_Diffuse_0.albedo;
result += out_Diffuse_0.radiance;
}
{
/* Glossy. */
float NV = dot(in_Glossy_1.N, cameraVec);
vec2 split_sum = brdf_lut(NV, in_Glossy_1.roughness);
vec3 brdf = F_brdf_single_scatter(specular.rgb, vec3(1.0), split_sum);
out_Glossy_1.radiance = closure_mask_ssr_radiance(out_Glossy_1.radiance, ssr_id);
out_Glossy_1.radiance *= brdf;
out_Glossy_1.radiance = render_pass_glossy_mask(spec_color, out_Glossy_1.radiance);
closure_load_ssr_data(
out_Glossy_1.radiance, in_Glossy_1.roughness, in_Glossy_1.N, ssr_id, result);
}
{
/* Clearcoat. */
float NV = dot(in_Glossy_2.N, cameraVec);
vec2 split_sum = brdf_lut(NV, in_Glossy_2.roughness);
vec3 brdf = F_brdf_single_scatter(vec3(0.04), vec3(1.0), split_sum);
out_Glossy_2.radiance *= brdf * clearcoat * 0.25;
out_Glossy_2.radiance = render_pass_glossy_mask(vec3(1), out_Glossy_2.radiance);
result.radiance += out_Glossy_2.radiance;
}
{
/* Emission. */
vec3 out_emission_radiance = render_pass_emission_mask(emission.rgb);
result.radiance += out_emission_radiance;
}
float trans = 1.0 - trans;
result.transmittance = vec3(trans);
result.radiance *= alpha;
result.ssr_data.rgb *= alpha;
}
#else
/* Stub specular because it is not compatible with volumetrics. */
# define node_eevee_specular(a, b, c, d, e, f, g, h, i, j, k, result) (result = CLOSURE_DEFAULT)
#endif
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