/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.h" #include "node_fresnel.h" shader node_glass_bsdf( color Color = color(0.8, 0.8, 0.8), string distribution = "Sharp", float Roughness = 0.2, float Fresnel = 0.3, normal Normal = N, output closure color BSDF = diffuse(Normal)) { float f = clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5); float eta = backfacing()? f: 1.0/f; float Fr = fresnel_dielectric(I, Normal, eta); if(distribution == "Sharp") BSDF = Color*(Fr*reflection(Normal) + (1.0-Fr)*refraction(Normal, eta)); else if(distribution == "Beckmann") BSDF = Color*(Fr*microfacet_beckmann(Normal, Roughness) + (1.0-Fr)*microfacet_beckmann_refraction(Normal, Roughness, eta)); else if(distribution == "GGX") BSDF = Color*(Fr*microfacet_ggx(Normal, Roughness) + (1.0-Fr)*microfacet_ggx_refraction(Normal, Roughness, eta)); }