Files
test2/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
Clément Foucault d8aaf25c23 Eevee: Shadow map refactor
Reviewed By: brecht

Differential Revision: http://developer.blender.org/D5659
2019-09-05 17:37:50 +02:00

17 lines
581 B
GLSL

#ifndef VOLUMETRICS
void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result)
{
N = normalize(N);
vec3 out_spec, ssr_spec;
eevee_closure_glossy(
N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, true, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec * color.rgb;
closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result);
}
#else
/* Stub glossy because it is not compatible with volumetrics. */
# define node_bsdf_glossy
#endif