forked from bartvdbraak/blender
52 lines
1.5 KiB
Plaintext
52 lines
1.5 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"
|
|
|
|
shader node_ward_bsdf(
|
|
color Color = color(0.8, 0.8, 0.8),
|
|
float Roughness = 0.0,
|
|
float Anisotropy = 0.0,
|
|
float Rotation = 0.0,
|
|
normal Normal = N,
|
|
normal Tangent = normalize(dPdu),
|
|
output closure color BSDF = diffuse(Normal))
|
|
{
|
|
/* rotate tangent around normal */
|
|
vector T = Tangent;
|
|
|
|
if (Rotation != 0.0)
|
|
T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal);
|
|
|
|
/* compute roughness */
|
|
float RoughnessU, RoughnessV;
|
|
float aniso = clamp(Anisotropy, -0.99, 0.99);
|
|
|
|
if (aniso < 0.0) {
|
|
RoughnessU = Roughness / (1.0 + aniso);
|
|
RoughnessV = Roughness * (1.0 + aniso);
|
|
}
|
|
else {
|
|
RoughnessU = Roughness * (1.0 - aniso);
|
|
RoughnessV = Roughness / (1.0 - aniso);
|
|
}
|
|
|
|
BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
|
|
}
|
|
|