Files
test2/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
Clément Foucault 3b3a5731df GPU: Shader: Change vector and matrix type to use blender convention
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
2025-04-14 13:46:41 +02:00

22 lines
595 B
GLSL

/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
void node_bsdf_refraction(
float4 color, float roughness, float ior, float3 N, float weight, out Closure result)
{
color = max(color, float4(0.0f));
roughness = saturate(roughness);
ior = max(ior, 1e-5f);
N = safe_normalize(N);
ClosureRefraction refraction_data;
refraction_data.weight = weight;
refraction_data.color = color.rgb;
refraction_data.N = N;
refraction_data.roughness = roughness;
refraction_data.ior = ior;
result = closure_eval(refraction_data);
}