/* * 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_glass_bsdf( color Color = 0.8, string distribution = "sharp", float Roughness = 0.2, float IOR = 1.45, normal Normal = N, output closure color BSDF = 0) { float f = max(IOR, 1e-5); float eta = backfacing() ? 1.0 / f : f; float cosi = dot(I, Normal); float Fr = fresnel_dielectric_cos(cosi, eta); if (distribution == "sharp") BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta)); else if (distribution == "beckmann") BSDF = Color * (Fr * microfacet_beckmann(Normal, Roughness) + (1.0 - Fr) * microfacet_beckmann_refraction(Normal, Roughness, eta)); else if (distribution == "Multiscatter GGX") BSDF = Color * microfacet_multi_ggx_glass(Normal, Roughness, eta, Color); else if (distribution == "GGX") BSDF = Color * (Fr * microfacet_ggx(Normal, Roughness) + (1.0 - Fr) * microfacet_ggx_refraction(Normal, Roughness, eta)); }