/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "stdosl.h" #include "node_fresnel.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); }