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#ifndef VOLUMETRICS
void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
{
vec4 spec_accum = vec4(0.0);
if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) {
vec3 V = cameraVec;
vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec);
vec3 N = transform_direction(ViewMatrixInverse, vN);
float roughness = cl.ssr_data.a;
float roughnessSquared = max(1e-3, roughness * roughness);
fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
}
outalpha = saturate(1.0 - avg(cl.transmittance));
outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0);
# ifdef USE_SSS
outcol.rgb += cl.sss_irradiance.rgb * cl.sss_albedo;
# endif
}
#endif /* VOLUMETRICS */
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