blender/intern/cycles/kernel/osl/nodes/node_fresnel.h

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/*
* 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.
*/
float fresnel_dielectric(vector Incoming, normal Normal, float eta)
{
/* compute fresnel reflectance without explicitly computing
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* the refracted direction */
float c = fabs(dot(Incoming, Normal));
float g = eta * eta - 1 + c * c;
float result;
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if (g > 0) {
g = sqrt(g);
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float A = (g - c) / (g + c);
float B = (c * (g + c) - 1) / (c * (g - c) + 1);
result = 0.5 * A * A * (1 + B * B);
}
else
result = 1.0; /* TIR (no refracted component) */
return result;
}