2012-11-06 19:59:02 +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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2012-11-06 19:59:02 +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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2012-11-06 19:59:02 +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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2012-11-06 19:59:02 +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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* limitations under the License
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2012-11-06 19:59:02 +00:00
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*/
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#include "stdosl.h"
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shader node_refraction_bsdf(
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2012-12-11 16:06:03 +00:00
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color Color = 0.8,
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2012-11-06 19:59:02 +00:00
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string distribution = "Sharp",
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float Roughness = 0.2,
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float IOR = 1.45,
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normal Normal = N,
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2012-12-11 16:06:03 +00:00
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output closure color BSDF = 0)
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2012-11-06 19:59:02 +00:00
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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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2012-11-06 19:59:02 +00:00
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if (distribution == "Sharp")
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BSDF = Color * refraction(Normal, eta);
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else if (distribution == "Beckmann")
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BSDF = Color * microfacet_beckmann_refraction(Normal, Roughness, eta);
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else if (distribution == "GGX")
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BSDF = Color * microfacet_ggx_refraction(Normal, Roughness, eta);
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}
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