/* SPDX-License-Identifier: BSD-3-Clause * * Adapted from Open Shading Language * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011-2022 Blender Foundation. */ float fresnel_dielectric_cos(float cosi, float eta) { /* compute fresnel reflectance without explicitly computing * the refracted direction */ float c = fabs(cosi); float g = eta * eta - 1 + c * c; float result; if (g > 0) { g = sqrt(g); float A = (g - c) / (g + c); float B = (c * (g + c) - 1) / (c * (g - c) + 1); result = 0.5 * A * A * (1 + B * B); } else result = 1.0; /* TIR (no refracted component) */ return result; } color fresnel_conductor(float cosi, color eta, color k) { color cosi2 = color(cosi * cosi); color one = color(1, 1, 1); color tmp_f = eta * eta + k * k; color tmp = tmp_f * cosi2; color Rparl2 = (tmp - (2.0 * eta * cosi) + one) / (tmp + (2.0 * eta * cosi) + one); color Rperp2 = (tmp_f - (2.0 * eta * cosi) + cosi2) / (tmp_f + (2.0 * eta * cosi) + cosi2); return (Rparl2 + Rperp2) * 0.5; }