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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/makesdna/DNA_material_types.h
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/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 395c438c6e3..3f74370ac1f 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -173,6 +173,7 @@ typedef struct Material {
#define MA_DIFF_ORENNAYAR 1
#define MA_DIFF_TOON 2
#define MA_DIFF_MINNAERT 3
+#define MA_DIFF_FRESNEL 4
/* spec_shader */
#define MA_SPEC_COOKTORR 0