forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
46 lines
1.4 KiB
Plaintext
46 lines
1.4 KiB
Plaintext
/*
|
|
* 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"
|
|
#include "node_fresnel.h"
|
|
|
|
shader node_glossy_bsdf(
|
|
color Color = color(0.8, 0.8, 0.8),
|
|
string distribution = "Beckmann",
|
|
float Roughness = 0.2,
|
|
float Fresnel = 1.0,
|
|
normal Normal = N,
|
|
output closure color BSDF = diffuse(Normal))
|
|
{
|
|
float Fr = 1.0;
|
|
|
|
if(Fresnel < 1.0) {
|
|
float eta = 1.0/clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5);
|
|
Fr = fresnel_dielectric(I, Normal, eta);
|
|
}
|
|
|
|
if(distribution == "Sharp")
|
|
BSDF = (Fr*Color)*reflection(Normal);
|
|
else if(distribution == "Beckmann")
|
|
BSDF = (Fr*Color)*microfacet_beckmann(Normal, Roughness);
|
|
else if(distribution == "GGX")
|
|
BSDF = (Fr*Color)*microfacet_ggx(Normal, Roughness);
|
|
|
|
}
|
|
|