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authorTon Roosendaal <ton@blender.org>2005-12-04 23:43:41 +0300
committerTon Roosendaal <ton@blender.org>2005-12-04 23:43:41 +0300
commitdd1f6c649a42258c71a2234eeede0b16b3ef245f (patch)
treed4f1ebf816bcd4bdc9e86e424d1064bf55060b5e /source/blender/blenkernel/bad_level_call_stubs
parent386ac3877a83cb19f5c4134bd108afc93f6f994c (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/bad_level_call_stubs')
-rw-r--r--source/blender/blenkernel/bad_level_call_stubs/stubs.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/bad_level_call_stubs/stubs.c b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
index 778cb71f99a..98ecc32ee3f 100644
--- a/source/blender/blenkernel/bad_level_call_stubs/stubs.c
+++ b/source/blender/blenkernel/bad_level_call_stubs/stubs.c
@@ -116,6 +116,7 @@ float WardIso_Spec(float *n, float *l, float *v, float a, int tangent){return 0;
float Toon_Diff(float *n, float *l, float *v, float a, float b){return 0;}
float OrenNayar_Diff(float *n, float *l, float *v, float rough){return 0;}
float Minnaert_Diff(float nl, float *n, float *v, float a){return 0;}
+float Fresnel_Diff(float *vn, float *lv, float *view, float ior, float fac){return 0;}
void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b){}
void ramp_diffuse_result(float *diff, ShadeInput *shi){}