/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "node_fresnel.h" #include "stdcycles.h" shader node_layer_weight(float Blend = 0.5, normal Normal = N, output float Fresnel = 0.0, output float Facing = 0.0) { float blend = Blend; float cosi = dot(I, Normal); /* Fresnel */ float eta = max(1.0 - Blend, 1e-5); eta = backfacing() ? eta : 1.0 / eta; Fresnel = fresnel_dielectric_cos(cosi, eta); /* Facing */ Facing = fabs(cosi); if (blend != 0.5) { blend = clamp(blend, 0.0, 1.0 - 1e-5); blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend); Facing = pow(Facing, blend); } Facing = 1.0 - Facing; }