forked from bartvdbraak/blender
Brecht Van Lommel
eff3bd4e98
The same can be achieved by flipping normals on the mesh, but it can be convenient to do this in the shader.
43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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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_glass_bsdf(
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color Color = 0.8,
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string distribution = "Sharp",
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float Roughness = 0.2,
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float IOR = 1.45,
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normal Normal = N,
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output closure color BSDF = 0)
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{
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float f = max(IOR, 1e-5);
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float eta = backfacing() ? 1.0 / f: f;
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float cosi = dot(I, Normal);
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float Fr = fresnel_dielectric_cos(cosi, eta);
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if (distribution == "Sharp")
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BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));
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else if (distribution == "Beckmann")
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BSDF = Color * (Fr * microfacet_beckmann(Normal, Roughness) +
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(1.0 - Fr) * microfacet_beckmann_refraction(Normal, Roughness, eta));
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else if (distribution == "GGX")
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BSDF = Color * (Fr * microfacet_ggx(Normal, Roughness) +
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(1.0 - Fr) * microfacet_ggx_refraction(Normal, Roughness, eta));
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}
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