forked from bartvdbraak/blender
66b1dfae89
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
38 lines
1.2 KiB
Plaintext
38 lines
1.2 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_fresnel.h"
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shader node_glossy_bsdf(
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color Color = color(0.8, 0.8, 0.8),
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string distribution = "Beckmann",
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float Roughness = 0.2,
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normal Normal = N,
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output closure color BSDF = diffuse(Normal))
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{
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if(distribution == "Sharp")
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BSDF = Color*reflection(Normal);
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else if(distribution == "Beckmann")
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BSDF = Color*microfacet_beckmann(Normal, Roughness);
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else if(distribution == "GGX")
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BSDF = Color*microfacet_ggx(Normal, Roughness);
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}
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