/* * 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 "node_fresnel.h" #include "stdcycles.h" shader node_glossy_bsdf(color Color = 0.8, string distribution = "GGX", float Roughness = 0.2, normal Normal = N, output closure color BSDF = 0) { float roughness = Roughness * Roughness; if (distribution == "sharp") BSDF = Color * reflection(Normal); else if (distribution == "beckmann") BSDF = Color * microfacet_beckmann(Normal, roughness); else if (distribution == "GGX") BSDF = Color * microfacet_ggx(Normal, roughness); else if (distribution == "Multiscatter GGX") BSDF = Color * microfacet_multi_ggx(Normal, roughness, Color); else BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), roughness, roughness); }