blender/intern/cycles/kernel/shaders/node_ward_bsdf.osl

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_ward_bsdf(
color Color = 0.0,
float Roughness = 0.0,
float Anisotropy = 0.0,
float Rotation = 0.0,
normal Normal = N,
normal Tangent = normalize(dPdu),
output closure color BSDF = 0)
{
/* rotate tangent around normal */
vector T = Tangent;
if (Rotation != 0.0)
T = rotate(T, Rotation * 2.0 * M_PI, point(0.0, 0.0, 0.0), Normal);
/* compute roughness */
float RoughnessU, RoughnessV;
float aniso = clamp(Anisotropy, -0.99, 0.99);
if (aniso < 0.0) {
RoughnessU = Roughness / (1.0 + aniso);
RoughnessV = Roughness * (1.0 + aniso);
}
else {
RoughnessU = Roughness * (1.0 - aniso);
RoughnessV = Roughness / (1.0 - aniso);
}
BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
}