This patch continue the efforts to split the `gpu_shader_material` file started in D5569. Dependency resolution is now recursive. Each shading node gets its own file. Additionally, some utility files are added to be shared between files, like `math_util`, `color_util`, and `hash`. Some files are always included because they may be used in the execution function, like `world_normals`. Some glsl functions appeared to be unused, so they were removed, like `output_node`, `bits_to_01`, and `exp_blender`. Other functions have been renamed to be more general and get used as utils, like `texco_norm` which became `vector_normalize`. A lot of the opengl tests fails, but those same tests also fail in master, so this is probably unrelated to this patch. Reviewers: brecht Differential Revision: https://developer.blender.org/D5616
17 lines
584 B
GLSL
17 lines
584 B
GLSL
#ifndef VOLUMETRICS
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void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
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{
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N = normalize(N);
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vec3 out_refr;
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color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
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eevee_closure_refraction(N, roughness, ior, out_refr);
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vec3 vN = mat3(ViewMatrix) * N;
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result = CLOSURE_DEFAULT;
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result.ssr_normal = normal_encode(vN, viewCameraVec);
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result.radiance = out_refr * color.rgb;
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}
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#else
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/* Stub refraction because it is not compatible with volumetrics. */
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# define node_bsdf_refraction
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#endif
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