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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/src/previewrender.c
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/src/previewrender.c')
-rw-r--r--source/blender/src/previewrender.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/src/previewrender.c b/source/blender/src/previewrender.c
index 759baa72e5c..8604219387f 100644
--- a/source/blender/src/previewrender.c
+++ b/source/blender/src/previewrender.c
@@ -818,6 +818,7 @@ static void shade_lamp_loop_preview(ShadeInput *shi, ShadeResult *shr, int pr_la
if(mat->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(shi->vn, lv, shi->view, mat->roughness);
else if(mat->diff_shader==MA_DIFF_TOON) is= Toon_Diff(shi->vn, lv, shi->view, mat->param[0], mat->param[1]);
else if(mat->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(is, shi->vn, shi->view, mat->darkness);
+ else if(mat->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(shi->vn, lv, shi->view, mat->param[0], mat->param[1]);
// else Lambert
inp= (shi->refl*is + shi->emit);