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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
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