blender/intern/cycles/kernel/shaders/node_refraction_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_refraction_bsdf(
color Color = color(0.8, 0.8, 0.8),
string distribution = "Sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
float f = max(IOR, 1.0 + 1e-5);
float eta = backfacing() ? 1.0 / f: f;
if (distribution == "Sharp")
BSDF = Color * refraction(Normal, eta);
else if (distribution == "Beckmann")
BSDF = Color * microfacet_beckmann_refraction(Normal, Roughness, eta);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx_refraction(Normal, Roughness, eta);
}