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void node_light_path(out float is_camera_ray,
out float is_shadow_ray,
out float is_diffuse_ray,
out float is_glossy_ray,
out float is_singular_ray,
out float is_reflection_ray,
out float is_transmission_ray,
out float ray_length,
out float ray_depth,
out float diffuse_depth,
out float glossy_depth,
out float transparent_depth,
out float transmission_depth)
{
/* Supported. */
is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0;
is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0;
is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0;
is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0;
/* Kind of supported. */
is_singular_ray = is_glossy_ray;
is_reflection_ray = is_glossy_ray;
is_transmission_ray = is_glossy_ray;
ray_depth = rayDepth;
diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0;
glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0;
transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0;
/* Not supported. */
ray_length = 1.0;
transparent_depth = 0.0;
}
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