2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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#include "stdosl.h"
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#include "node_fresnel.h"
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shader node_fresnel(
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2011-09-16 13:14:02 +00:00
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float IOR = 1.45,
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2011-04-27 11:58:34 +00:00
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normal Normal = N,
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output float Fac = 0.0)
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{
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2014-02-03 16:06:37 +00:00
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float f = max(IOR, 1e-5);
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2014-04-27 13:57:40 +00:00
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float eta = backfacing() ? 1.0 / f : f;
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2013-05-26 17:10:22 +00:00
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float cosi = dot(I, Normal);
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Fac = fresnel_dielectric_cos(cosi, eta);
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2011-04-27 11:58:34 +00:00
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}
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