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source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
| Context not available. | |||||
| out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance); | out_Glossy_0.radiance = render_pass_glossy_mask(vec3(1.0), out_Glossy_0.radiance); | ||||
| out_Glossy_0.radiance *= color.rgb * fresnel; | out_Glossy_0.radiance *= color.rgb * fresnel; | ||||
| closure_load_ssr_data( | closure_load_ssr_data( | ||||
| out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result); | out_Glossy_0.radiance, in_Glossy_0.roughness, in_Glossy_0.N, ssr_id, result, vec3(0.0), 1.0); | ||||
| float btdf = (do_multiscatter != 0.0) ? | float btdf = (do_multiscatter != 0.0) ? | ||||
| 1.0 : | 1.0 : | ||||
| Context not available. | |||||