/* * 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_ward_bsdf( color Color = 0.0, float Roughness = 0.0, float Anisotropy = 0.0, float Rotation = 0.0, normal Normal = N, normal Tangent = normalize(dPdu), output closure color BSDF = 0) { /* rotate tangent around normal */ vector T = Tangent; if (Rotation != 0.0) T = rotate(T, Rotation * 2.0 * M_PI, point(0.0, 0.0, 0.0), Normal); /* compute roughness */ float RoughnessU, RoughnessV; float aniso = clamp(Anisotropy, -0.99, 0.99); if (aniso < 0.0) { RoughnessU = Roughness / (1.0 + aniso); RoughnessV = Roughness * (1.0 + aniso); } else { RoughnessU = Roughness * (1.0 - aniso); RoughnessV = Roughness / (1.0 - aniso); } BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV); }