diff options
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_toon.h')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_toon.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_toon.h b/intern/cycles/kernel/closure/bsdf_toon.h index 40001bf7531..e69981dba77 100644 --- a/intern/cycles/kernel/closure/bsdf_toon.h +++ b/intern/cycles/kernel/closure/bsdf_toon.h @@ -119,22 +119,22 @@ __device int bsdf_diffuse_toon_sample(const ShaderClosure *sc, float3 Ng, float3 } -/* SPECULAR TOON */ +/* GLOSSY TOON */ -__device int bsdf_specular_toon_setup(ShaderClosure *sc) +__device int bsdf_glossy_toon_setup(ShaderClosure *sc) { - sc->type = CLOSURE_BSDF_SPECULAR_TOON_ID; + sc->type = CLOSURE_BSDF_GLOSSY_TOON_ID; sc->data0 = clamp(sc->data0, 0.0f, 1.0f); sc->data1 = clamp(sc->data1, 0.0f, 1.0f); return SD_BSDF|SD_BSDF_HAS_EVAL; } -__device void bsdf_specular_toon_blur(ShaderClosure *sc, float roughness) +__device void bsdf_glossy_toon_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_specular_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { float max_angle = sc->data0*M_PI_2_F; float smooth = sc->data1*M_PI_2_F; @@ -158,12 +158,12 @@ __device float3 bsdf_specular_toon_eval_reflect(const ShaderClosure *sc, const f return make_float3(0.0f, 0.0f, 0.0f); } -__device float3 bsdf_specular_toon_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_glossy_toon_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } -__device int bsdf_specular_toon_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +__device int bsdf_glossy_toon_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { float max_angle = sc->data0*M_PI_2_F; float smooth = sc->data1*M_PI_2_F; |