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source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
| Context not available. | |||||
| void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result) | void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result) | ||||
| { | { | ||||
| CLOSURE_VARS_DECLARE_1(Diffuse); | CLOSURE_VARS_DECLARE_1(Diffuse); | ||||
| in_Diffuse_0.N = N; /* Normalized during eval. */ | in_Diffuse_0.N = N; /* Normalized during eval. */ | ||||
| in_Diffuse_0.albedo = color.rgb; | in_Diffuse_0.albedo = color.rgb; | ||||
| CLOSURE_EVAL_FUNCTION_1(node_bsdf_diffuse, Diffuse); | CLOSURE_EVAL_FUNCTION_1(node_bsdf_diffuse, Diffuse); | ||||
| result = CLOSURE_DEFAULT; | result = CLOSURE_DEFAULT; | ||||
| out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1.0), out_Diffuse_0.radiance); | out_Diffuse_0.radiance = render_pass_diffuse_mask(vec3(1.0), out_Diffuse_0.radiance); | ||||
| out_Diffuse_0.radiance *= color.rgb; | out_Diffuse_0.radiance *= color.rgb; | ||||
| result.radiance = out_Diffuse_0.radiance; | result.radiance = out_Diffuse_0.radiance; | ||||
| /* TODO(fclem) Try to not use this. */ | /* TODO(fclem) Try to not use this. */ | ||||
| closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result); | closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result, color.rgb, out_Diffuse_0.AO); | ||||
| } | } | ||||
| #else | #else | ||||
| Context not available. | |||||