float fresnel_dielectric_cos(float cosi, float eta) { /* compute fresnel reflectance without explicitly computing * the refracted direction */ float c = abs(cosi); float g = eta * eta - 1.0 + c * c; float result; if (g > 0.0) { g = sqrt(g); float A = (g - c) / (g + c); float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0); result = 0.5 * A * A * (1.0 + B * B); } else { result = 1.0; /* TIR (no refracted component) */ } return result; } float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) { /* compute fresnel reflectance without explicitly computing * the refracted direction */ return fresnel_dielectric_cos(dot(Incoming, Normal), eta); } void node_fresnel(float ior, vec3 N, vec3 I, out float result) { N = normalize(N); /* handle perspective/orthographic */ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); float eta = max(ior, 0.00001); result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta); }