diff options
author | Thomas Dinges <blender@dingto.org> | 2013-11-22 03:33:28 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2013-11-22 03:33:28 +0400 |
commit | bd5da19d86e5c490e4945bb4befc50b6eac48a86 (patch) | |
tree | 7ec0c54ccfb020f96d0625bb8dd3d4eb796dfd31 /source/blender/gpu/shaders | |
parent | a08750addf764c8d02552b03f09b732b1cf76507 (diff) |
Cycles: Add a "Normal" input socket to the Layer Weight node + GLSL drawing code.
Patch by lichtwerk (Philipp Oeser).
Differential Revision: http://developer.blender.org/D28
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index b2c7c2e3cef..f5881cdc923 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2159,6 +2159,24 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result) result = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? eta: 1.0/eta); } +/* layer_weight */ + +void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing) +{ + /* fresnel */ + float eta = max(1.0 - blend, 0.00001); + fresnel = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? 1.0/eta : eta ); + + /* facing */ + facing = abs(dot(normalize(I), N)); + if(blend != 0.5) { + blend = clamp(blend, 0.0, 0.99999); + blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend); + facing = pow(facing, blend); + } + facing = 1.0 - facing; +} + /* gamma */ void node_gamma(vec4 col, float gamma, out vec4 outcol) |