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authorThomas Dinges <blender@dingto.org>2013-05-26 21:10:22 +0400
committerThomas Dinges <blender@dingto.org>2013-05-26 21:10:22 +0400
commit2efe0f6733509bf4df7c8118f210a8e3db7d0784 (patch)
tree87e4e182a7761117a5993029735e006786e000bc /intern/cycles/kernel/shaders/node_glass_bsdf.osl
parentd3f9fb677b2b434432fee6a5ed75baa2ccb77ab3 (diff)
Cycles / OSL:
* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code. * Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_glass_bsdf.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_glass_bsdf.osl3
1 files changed, 2 insertions, 1 deletions
diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
index da1a42876fe..ba08964d116 100644
--- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
@@ -29,7 +29,8 @@ shader node_glass_bsdf(
{
float f = max(IOR, 1.0 + 1e-5);
float eta = backfacing() ? 1.0 / f: f;
- float Fr = fresnel_dielectric(I, Normal, eta);
+ float cosi = dot(I, Normal);
+ float Fr = fresnel_dielectric_cos(cosi, eta);
if (distribution == "Sharp")
BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));