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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-02-03 20:06:37 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-02-03 20:08:34 +0400
commiteff3bd4e9880efc0c767e3098baa86ab23d77bc7 (patch)
tree8497aae6c0065ac50d13fcc301aeea6457ed94f1 /intern/cycles/kernel/shaders
parent8b1731e13dcd0d9ef98520f62fe0c841218bfd00 (diff)
Fix T38439: allow IOR in range [0, inf] instead of [1, inf] in Cycles.
The same can be achieved by flipping normals on the mesh, but it can be convenient to do this in the shader.
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_fresnel.osl2
-rw-r--r--intern/cycles/kernel/shaders/node_glass_bsdf.osl2
-rw-r--r--intern/cycles/kernel/shaders/node_refraction_bsdf.osl2
3 files changed, 3 insertions, 3 deletions
diff --git a/intern/cycles/kernel/shaders/node_fresnel.osl b/intern/cycles/kernel/shaders/node_fresnel.osl
index ca463817840..8c59d5bb512 100644
--- a/intern/cycles/kernel/shaders/node_fresnel.osl
+++ b/intern/cycles/kernel/shaders/node_fresnel.osl
@@ -22,7 +22,7 @@ shader node_fresnel(
normal Normal = N,
output float Fac = 0.0)
{
- float f = max(IOR, 1.0 + 1e-5);
+ float f = max(IOR, 1e-5);
float eta = backfacing() ? 1.0 / f: f;
float cosi = dot(I, Normal);
Fac = fresnel_dielectric_cos(cosi, eta);
diff --git a/intern/cycles/kernel/shaders/node_glass_bsdf.osl b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
index c79785f2d65..96934199621 100644
--- a/intern/cycles/kernel/shaders/node_glass_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glass_bsdf.osl
@@ -25,7 +25,7 @@ shader node_glass_bsdf(
normal Normal = N,
output closure color BSDF = 0)
{
- float f = max(IOR, 1.0 + 1e-5);
+ 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);
diff --git a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
index a4e9d0825db..f87b3a5dd86 100644
--- a/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
@@ -24,7 +24,7 @@ shader node_refraction_bsdf(
normal Normal = N,
output closure color BSDF = 0)
{
- float f = max(IOR, 1.0 + 1e-5);
+ float f = max(IOR, 1e-5);
float eta = backfacing() ? 1.0 / f: f;
if (distribution == "Sharp")