forked from bartvdbraak/blender
Cycles / Fresnel Node:
* Add a "Normal" Input to the Fresnel node. * Fix for the Fresnel GLSL code (normalize the Incoming vector). Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
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@ -18,13 +18,17 @@ CCL_NAMESPACE_BEGIN
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/* Fresnel Node */
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__device void svm_node_fresnel(ShaderData *sd, float *stack, uint ior_offset, uint ior_value, uint out_offset)
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__device void svm_node_fresnel(ShaderData *sd, float *stack, uint ior_offset, uint ior_value, uint node)
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{
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uint normal_offset, out_offset;
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decode_node_uchar4(node, &normal_offset, &out_offset, NULL, NULL);
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float eta = (stack_valid(ior_offset))? stack_load_float(stack, ior_offset): __uint_as_float(ior_value);
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float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
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eta = fmaxf(eta, 1.0f + 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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float f = fresnel_dielectric_cos(dot(sd->I, sd->N), eta);
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float f = fresnel_dielectric_cos(dot(sd->I, normal_in), eta);
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stack_store_float(stack, out_offset, f);
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}
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@ -3166,12 +3166,17 @@ FresnelNode::FresnelNode()
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void FresnelNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *normal_in = input("Normal");
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ShaderInput *ior_in = input("IOR");
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ShaderOutput *fac_out = output("Fac");
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compiler.stack_assign(ior_in);
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compiler.stack_assign(fac_out);
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compiler.add_node(NODE_FRESNEL, ior_in->stack_offset, __float_as_int(ior_in->value.x), fac_out->stack_offset);
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if(normal_in->link)
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compiler.stack_assign(normal_in);
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compiler.add_node(NODE_FRESNEL, ior_in->stack_offset, __float_as_int(ior_in->value.x), compiler.encode_uchar4(normal_in->stack_offset, fac_out->stack_offset));
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}
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void FresnelNode::compile(OSLCompiler& compiler)
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@ -2131,7 +2131,7 @@ void node_add_shader(vec4 shader1, vec4 shader2, out vec4 shader)
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void node_fresnel(float ior, vec3 N, vec3 I, out float result)
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{
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float eta = max(ior, 0.00001);
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result = fresnel_dielectric(I, N, (gl_FrontFacing)? eta: 1.0/eta);
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result = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? eta: 1.0/eta);
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}
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/* gamma */
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@ -30,6 +30,7 @@
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/* **************** Fresnel ******************** */
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static bNodeSocketTemplate sh_node_fresnel_in[] = {
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{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 1.0f, 1000.0f},
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{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ -1, 0, "" }
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};
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@ -40,8 +41,10 @@ static bNodeSocketTemplate sh_node_fresnel_out[] = {
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static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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/* todo: is incoming vector normalized? */
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return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_VIEW_POSITION));
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if (!in[1].link)
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in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
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return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
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}
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/* node type definition */
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