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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-25 22:13:08 +0300
commit9f07d73e4598c7746218bc6b64cf2f88908645e9 (patch)
tree04cccc54eb7d1c32a36b7841cb1257fc1df06a66 /intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl
parent4758a7d35750ae0a2ed24014817e5b169a71e364 (diff)
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl43
1 files changed, 43 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl
new file mode 100644
index 00000000000..0042d573f8d
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl
@@ -0,0 +1,43 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "node_fresnel.h"
+#include "stdcycles.h"
+
+shader node_glass_bsdf(color Color = 0.8,
+ string distribution = "sharp",
+ float Roughness = 0.2,
+ float IOR = 1.45,
+ normal Normal = N,
+ output closure color BSDF = 0)
+{
+ float f = max(IOR, 1e-5);
+ float eta = backfacing() ? 1.0 / f : f;
+ float cosi = dot(I, Normal);
+ float Fr = fresnel_dielectric_cos(cosi, eta);
+ float roughness = Roughness * Roughness;
+
+ if (distribution == "sharp")
+ BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));
+ else if (distribution == "beckmann")
+ BSDF = Color * (Fr * microfacet_beckmann(Normal, roughness) +
+ (1.0 - Fr) * microfacet_beckmann_refraction(Normal, roughness, eta));
+ else if (distribution == "Multiscatter GGX")
+ BSDF = Color * microfacet_multi_ggx_glass(Normal, roughness, eta, Color);
+ else if (distribution == "GGX")
+ BSDF = Color * (Fr * microfacet_ggx(Normal, roughness) +
+ (1.0 - Fr) * microfacet_ggx_refraction(Normal, roughness, eta));
+}