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gpu_shader_material_glossy.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_glossy(
    vec4 color, float roughness, vec3 N, float use_multiscatter, float ssr_id, out Closure result)
{
  N = normalize(N);
  vec3 out_spec, ssr_spec;
  eevee_closure_glossy(N,
                       vec3(1.0),
                       use_multiscatter != 0.0 ? vec3(1.0) : vec3(-1.0), /* HACK */
                       int(ssr_id),
                       roughness,
                       1.0,
                       true,
                       out_spec,
                       ssr_spec);
  vec3 vN = mat3(ViewMatrix) * N;
  result = CLOSURE_DEFAULT;
  result.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) * color.rgb;
  closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result);
}
#else
/* Stub glossy because it is not compatible with volumetrics. */
#  define node_bsdf_glossy(a, b, c, d, e, result) (result = CLOSURE_DEFAULT)
#endif