Eevee: Add support for common BSDFs.
Add Diffuse BSDF, and Glossy. Also Use World normal instead of view normal as input.
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@ -299,4 +299,179 @@ vec3 eevee_surface_clearcoat_lit(
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out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
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return out_light;
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}
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}
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/* ----------- Diffuse ----------- */
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vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
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{
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vec3 V = cameraVec;
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N = normalize(N);
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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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/* ---------------- SCENE LAMPS LIGHTING ----------------- */
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#ifdef HAIR_SHADER
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vec3 norm_view = cross(V, N);
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norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
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#endif
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vec3 diff = vec3(0.0);
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for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
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LightData ld = lights_data[i];
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vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
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l_vector.xyz = ld.l_position - worldPosition;
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l_vector.w = length(l_vector.xyz);
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vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
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#ifdef HAIR_SHADER
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vec3 norm_lamp, view_vec;
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float occlu_trans, occlu;
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light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
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diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
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#else
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diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
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#endif
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}
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/* Accumulate outgoing radiance */
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vec3 out_light = diff * albedo;
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#ifdef HAIR_SHADER
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N = -norm_view;
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#endif
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/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
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/* Ambient Occlusion */
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vec3 bent_normal;
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float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
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/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
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vec4 diff_accum = vec4(0.0);
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/* Start at 1 because 0 is world irradiance */
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for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
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GridData gd = grids_data[i];
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vec3 localpos;
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float fade = probe_attenuation_grid(gd, worldPosition, localpos);
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if (fade > 0.0) {
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vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
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accumulate_light(diff, fade, diff_accum);
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}
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}
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/* World Diffuse */
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if (diff_accum.a < 0.999 && grid_count > 0) {
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vec3 diff = probe_evaluate_world_diff(bent_normal);
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accumulate_light(diff, 1.0, diff_accum);
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}
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out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
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return out_light;
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}
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/* ----------- Glossy ----------- */
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vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
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{
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roughness = clamp(roughness, 1e-8, 0.9999);
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float roughnessSquared = roughness * roughness;
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vec3 V = cameraVec;
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N = normalize(N);
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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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/* ---------------- SCENE LAMPS LIGHTING ----------------- */
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#ifdef HAIR_SHADER
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vec3 norm_view = cross(V, N);
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norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
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#endif
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vec3 spec = vec3(0.0);
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for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
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LightData ld = lights_data[i];
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vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
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l_vector.xyz = ld.l_position - worldPosition;
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l_vector.w = length(l_vector.xyz);
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vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
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#ifdef HAIR_SHADER
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vec3 norm_lamp, view_vec;
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float occlu_trans, occlu;
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light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
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spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
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#else
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spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
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#endif
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}
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/* Accumulate outgoing radiance */
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vec3 out_light = spec * float(specToggle);
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#ifdef HAIR_SHADER
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N = -norm_view;
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#endif
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/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
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/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
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vec4 spec_accum = vec4(0.0);
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/* Planar Reflections */
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for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
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PlanarData pd = planars_data[i];
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float fade = probe_attenuation_planar(pd, worldPosition, N);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
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accumulate_light(spec, fade, spec_accum);
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}
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}
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/* Specular probes */
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vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
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/* Starts at 1 because 0 is world probe */
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for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
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CubeData cd = probes_data[i];
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float fade = probe_attenuation_cube(cd, worldPosition);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
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accumulate_light(spec, fade, spec_accum);
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}
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}
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/* World Specular */
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if (spec_accum.a < 0.999) {
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vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
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accumulate_light(spec, 1.0, spec_accum);
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}
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/* Ambient Occlusion */
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vec3 bent_normal;
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float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
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/* Get Brdf intensity */
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vec2 uv = lut_coords(dot(N, V), roughness);
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vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
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out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
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return out_light;
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}
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@ -2661,6 +2661,9 @@ layout(std140) uniform lightSource {
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/* bsdfs */
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void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
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{
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#ifdef EEVEE_ENGINE
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vec3 L = eevee_surface_diffuse_lit(N, vec3(1.0), 1.0);
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#else
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/* ambient light */
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vec3 L = vec3(0.2);
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@ -2672,15 +2675,21 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
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float bsdf = max(dot(N, light_position), 0.0);
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L += light_diffuse * bsdf;
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}
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#endif
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result = Closure(L * color.rgb, 1.0);
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}
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void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out Closure result)
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{
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#ifdef EEVEE_ENGINE
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vec3 L = eevee_surface_glossy_lit(N, vec3(1.0), roughness, 1.0);
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#else
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/* ambient light */
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vec3 L = vec3(0.2);
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direction_transform_m4v3(N, ViewMatrix, N);
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/* directional lights */
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for (int i = 0; i < NUM_LIGHTS; i++) {
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vec3 light_position = glLightSource[i].position.xyz;
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@ -2693,6 +2702,7 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, out Closure result)
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bsdf += 0.5 * max(dot(N, light_position), 0.0);
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L += light_specular * bsdf;
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}
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#endif
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result = Closure(L * color.rgb, 1.0);
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}
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@ -52,9 +52,7 @@ static void node_shader_init_anisotropic(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_bsdf_anisotropic(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[4].link)
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in[4].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[4].link, GPU_builtin(GPU_VIEW_MATRIX), &in[4].link);
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GPU_link(mat, "world_normals_get", &in[4].link);
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return GPU_stack_link(mat, "node_bsdf_anisotropic", in, out);
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}
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@ -44,9 +44,7 @@ static bNodeSocketTemplate sh_node_bsdf_diffuse_out[] = {
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static int node_shader_gpu_bsdf_diffuse(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[2].link)
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in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
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GPU_link(mat, "world_normals_get", &in[2].link);
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return GPU_stack_link(mat, "node_bsdf_diffuse", in, out);
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}
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@ -50,9 +50,7 @@ static void node_shader_init_glass(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_bsdf_glass(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[3].link)
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in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
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GPU_link(mat, "world_normals_get", &in[3].link);
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return GPU_stack_link(mat, "node_bsdf_glass", in, out);
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}
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@ -49,9 +49,7 @@ static void node_shader_init_glossy(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[2].link)
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in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
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GPU_link(mat, "world_normals_get", &in[2].link);
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return GPU_stack_link(mat, "node_bsdf_glossy", in, out);
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}
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@ -50,9 +50,7 @@ static void node_shader_init_refraction(bNodeTree *UNUSED(ntree), bNode *node)
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static int node_shader_gpu_bsdf_refraction(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[3].link)
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in[3].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[3].link, GPU_builtin(GPU_VIEW_MATRIX), &in[3].link);
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GPU_link(mat, "world_normals_get", &in[3].link);
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return GPU_stack_link(mat, "node_bsdf_refraction", in, out);
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}
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@ -43,9 +43,7 @@ static bNodeSocketTemplate sh_node_bsdf_translucent_out[] = {
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static int node_shader_gpu_bsdf_translucent(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[1].link)
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in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[1].link, GPU_builtin(GPU_VIEW_MATRIX), &in[1].link);
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GPU_link(mat, "world_normals_get", &in[1].link);
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return GPU_stack_link(mat, "node_bsdf_translucent", in, out);
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}
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@ -44,9 +44,7 @@ static bNodeSocketTemplate sh_node_bsdf_velvet_out[] = {
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static int node_shader_gpu_bsdf_velvet(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[2].link)
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in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[2].link, GPU_builtin(GPU_VIEW_MATRIX), &in[2].link);
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GPU_link(mat, "world_normals_get", &in[2].link);
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return GPU_stack_link(mat, "node_bsdf_velvet", in, out);
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}
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@ -52,9 +52,7 @@ static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNo
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static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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if (!in[5].link)
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in[5].link = GPU_builtin(GPU_VIEW_NORMAL);
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else
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GPU_link(mat, "direction_transform_m4v3", in[5].link, GPU_builtin(GPU_VIEW_MATRIX), &in[5].link);
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GPU_link(mat, "world_normals_get", &in[5].link);
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return GPU_stack_link(mat, "node_subsurface_scattering", in, out);
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}
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