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authorPascal Schoen <pascal_schoen@gmx.net>2016-05-30 11:16:30 +0300
committerPascal Schoen <pascal_schoen@gmx.net>2016-05-30 11:16:30 +0300
commit11160fa4e1c32230119d4506e7e9fd3da2ab37f2 (patch)
tree8c92ef432aac4a9195ef949f0d8ecc54ad4a5730 /intern/cycles/kernel/shaders
parentcee4fe0cc94515ee60d4afa4d4e10c41003f1579 (diff)
Added Disney Sheen shader as a preparation to get to a BSSRDF
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_disney_bsdf.osl4
-rw-r--r--intern/cycles/kernel/shaders/stdosl.h4
2 files changed, 4 insertions, 4 deletions
diff --git a/intern/cycles/kernel/shaders/node_disney_bsdf.osl b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
index a06deda52c9..e23bf770784 100644
--- a/intern/cycles/kernel/shaders/node_disney_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
@@ -34,8 +34,8 @@ shader node_disney_bsdf(
output closure color BSDF = 0)
{
if (Metallic != 1.0) {
- BSDF = BSDF + disney_diffuse(Normal, BaseColor, Subsurface, Roughness,
- Sheen, SheenTint) * (1.0 - Metallic);
+ BSDF = (disney_diffuse(Normal, BaseColor, Subsurface, Roughness)
+ + disney_sheen(Normal, BaseColor, Sheen, SheenTint)) * (1.0 - Metallic);
}
if (Specular != 0.0 || Metallic != 0.0) {
diff --git a/intern/cycles/kernel/shaders/stdosl.h b/intern/cycles/kernel/shaders/stdosl.h
index c799e2f3ae3..883edb32ca5 100644
--- a/intern/cycles/kernel/shaders/stdosl.h
+++ b/intern/cycles/kernel/shaders/stdosl.h
@@ -536,8 +536,8 @@ closure color emission() BUILTIN;
closure color background() BUILTIN;
closure color holdout() BUILTIN;
closure color ambient_occlusion() BUILTIN;
-closure color disney_diffuse(normal N, color baseColor, float subsurface, float roughness, float sheen,
- float sheenTint) BUILTIN;
+closure color disney_diffuse(normal N, color baseColor, float subsurface, float roughness) BUILTIN;
+closure color disney_sheen(normal N, color baseColor, float sheen, float sheenTint) BUILTIN;
closure color disney_specular(normal N, normal T, color baseColor, float metallic, float specular, float specularTint,
float roughness, float anisotropic) BUILTIN;
closure color disney_clearcoat(normal N, float clearcoat, float clearcoatGloss) BUILTIN;