This unify the C++ and GLSL codebase style. The GLSL types are still in the backend compatibility layers to support python shaders. However, the C++ shader compilation layer doesn't have them to enforce correct type usage. Note that this is going to break pretty much all PRs in flight that targets shader code. Rel #137261 Pull Request: https://projects.blender.org/blender/blender/pulls/137369
22 lines
595 B
GLSL
22 lines
595 B
GLSL
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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void node_bsdf_refraction(
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float4 color, float roughness, float ior, float3 N, float weight, out Closure result)
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{
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color = max(color, float4(0.0f));
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roughness = saturate(roughness);
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ior = max(ior, 1e-5f);
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N = safe_normalize(N);
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ClosureRefraction refraction_data;
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refraction_data.weight = weight;
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refraction_data.color = color.rgb;
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refraction_data.N = N;
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refraction_data.roughness = roughness;
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refraction_data.ior = ior;
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result = closure_eval(refraction_data);
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}
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