blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl
2020-03-19 09:33:58 +01:00

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "node_fresnel.h"
#include "stdcycles.h"
shader node_glass_bsdf(color Color = 0.8,
string distribution = "sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
output closure color BSDF = 0)
{
float f = max(IOR, 1e-5);
float eta = backfacing() ? 1.0 / f : f;
float cosi = dot(I, Normal);
float Fr = fresnel_dielectric_cos(cosi, eta);
float roughness = Roughness * Roughness;
if (distribution == "sharp")
BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));
else if (distribution == "beckmann")
BSDF = Color * (Fr * microfacet_beckmann(Normal, roughness) +
(1.0 - Fr) * microfacet_beckmann_refraction(Normal, roughness, eta));
else if (distribution == "Multiscatter GGX")
BSDF = Color * microfacet_multi_ggx_glass(Normal, roughness, eta, Color);
else if (distribution == "GGX")
BSDF = Color * (Fr * microfacet_ggx(Normal, roughness) +
(1.0 - Fr) * microfacet_ggx_refraction(Normal, roughness, eta));
}