/* * Adapted from Open Shading Language with this license: * * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011, Blender Foundation. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sony Pictures Imageworks nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 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; }