/* * 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_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; }