Age | Commit message (Collapse) | Author |
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This was already mixed a bit, but the dot belongs there.
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The same can be achieved by flipping normals on the mesh, but it can be
convenient to do this in the shader.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code.
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
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* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
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