/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.h" #include "node_fresnel.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; }