diff options
author | Ton Roosendaal <ton@blender.org> | 2005-12-04 23:43:41 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2005-12-04 23:43:41 +0300 |
commit | dd1f6c649a42258c71a2234eeede0b16b3ef245f (patch) | |
tree | d4f1ebf816bcd4bdc9e86e424d1064bf55060b5e /source/blender/blenkernel/BKE_bad_level_calls.h | |
parent | 386ac3877a83cb19f5c4134bd108afc93f6f994c (diff) |
Orange bramch:
New diffuse shader, "Fresnel", which using existing fresnel formula.
Since it hilights edges (away from lamp), nice to fill darker parts with
the new layering system.
Weird stuff though;
http://www.blender.org/bf/0001_0040.avi
(Movie disappears in a couple of days!)
Note; for ray-shadow you need to use the Bias, to prevent 'terminator'
problems. I made that option default now.
Diffstat (limited to 'source/blender/blenkernel/BKE_bad_level_calls.h')
-rw-r--r-- | source/blender/blenkernel/BKE_bad_level_calls.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_bad_level_calls.h b/source/blender/blenkernel/BKE_bad_level_calls.h index a8d9693f62f..8a86e88406f 100644 --- a/source/blender/blenkernel/BKE_bad_level_calls.h +++ b/source/blender/blenkernel/BKE_bad_level_calls.h @@ -88,6 +88,7 @@ float WardIso_Spec(float *n, float *l, float *v, float a, int); float Toon_Diff(float *n, float *l, float *v, float a, float b); float OrenNayar_Diff(float *n, float *l, float *v, float rough); float Minnaert_Diff(float nl, float *n, float *v, float a); +float Fresnel_Diff(float *vn, float *lv, float *view, float ior, float fac); void add_to_diffuse(float *, ShadeInput *, float, float, float, float); void ramp_diffuse_result(float *diff, ShadeInput *shi); |