/* * 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" shader node_refraction_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, 1.0 + 1e-5); float eta = backfacing() ? 1.0 / f: f; if (distribution == "Sharp") BSDF = Color * refraction(Normal, eta); else if (distribution == "Beckmann") BSDF = Color * microfacet_beckmann_refraction(Normal, Roughness, eta); else if (distribution == "GGX") BSDF = Color * microfacet_ggx_refraction(Normal, Roughness, eta); }