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source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl
| #pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl) | #pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl) | ||||
| /* #pragma (common_math_geom_lib.glsl) */ | /* #pragma (common_math_geom_lib.glsl) */ | ||||
| /* #pragma (common_uniforms_lib.glsl) */ | /* #pragma (common_uniforms_lib.glsl) */ | ||||
| /* #pragma (renderpass_lib.glsl) */ | /* #pragma (renderpass_lib.glsl) */ | ||||
| #ifndef VOLUMETRICS | |||||
| uniform int outputSsrId; /* Default = 1; */ | |||||
| uniform int outputSssId; /* Default = 1; */ | |||||
| #endif | |||||
| struct Closure { | struct Closure { | ||||
| #ifdef VOLUMETRICS | #ifdef VOLUMETRICS | ||||
| vec3 absorption; | vec3 absorption; | ||||
| vec3 scatter; | vec3 scatter; | ||||
| vec3 emission; | vec3 emission; | ||||
| float anisotropy; | float anisotropy; | ||||
| #else /* SURFACE */ | #else /* SURFACE */ | ||||
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