/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "node_fresnel.h" #include "stdcycles.h" shader node_fresnel(float IOR = 1.45, normal Normal = N, output float Fac = 0.0) { float f = max(IOR, 1e-5); float eta = backfacing() ? 1.0 / f : f; float cosi = dot(I, Normal); Fac = fresnel_dielectric_cos(cosi, eta); }