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source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
| /* Required by some nodes. */ | /* Required by some nodes. */ | ||||
| #pragma BLENDER_REQUIRE(common_hair_lib.glsl) | #pragma BLENDER_REQUIRE(common_hair_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) | #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) | #pragma BLENDER_REQUIRE(common_uniforms_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(closure_lib.glsl) | #pragma BLENDER_REQUIRE(closure_type_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(closure_lit_lib.glsl) | #pragma BLENDER_REQUIRE(closure_eval_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(closure_eval_diffuse_lib.glsl) | |||||
| #pragma BLENDER_REQUIRE(closure_eval_glossy_lib.glsl) | |||||
| #pragma BLENDER_REQUIRE(closure_eval_translucent_lib.glsl) | |||||
| #pragma BLENDER_REQUIRE(closure_eval_refraction_lib.glsl) | |||||
| #pragma BLENDER_REQUIRE(surface_lib.glsl) | #pragma BLENDER_REQUIRE(surface_lib.glsl) | ||||
| #ifdef USE_ALPHA_HASH | #ifdef USE_ALPHA_HASH | ||||
| /* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */ | /* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */ | ||||
| float hash(vec2 a) | float hash(vec2 a) | ||||
| { | { | ||||
| return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x)))); | return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x)))); | ||||
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