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source/blender/draw/engines/eevee/shaders/surface_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(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) | ||||
| #pragma BLENDER_REQUIRE(volumetric_lib.glsl) | #pragma BLENDER_REQUIRE(volumetric_lib.glsl) | ||||
| #ifdef USE_ALPHA_BLEND | #ifdef USE_ALPHA_BLEND | ||||
| /* Use dual source blending to be able to make a whole range of effects. */ | /* Use dual source blending to be able to make a whole range of effects. */ | ||||
| layout(location = 0, index = 0) out vec4 outRadiance; | layout(location = 0, index = 0) out vec4 outRadiance; | ||||
| layout(location = 0, index = 1) out vec4 outTransmittance; | layout(location = 0, index = 1) out vec4 outTransmittance; | ||||
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