#pragma BLENDER_REQUIRE(gpu_shader_material_fresnel.glsl) void node_layer_weight(float blend, vec3 N, out float fresnel, out float facing) { N = normalize(N); /* fresnel */ float eta = max(1.0 - blend, 0.00001); vec3 V = cameraVec(g_data.P); fresnel = fresnel_dielectric(V, N, (FrontFacing) ? 1.0 / eta : eta); /* facing */ facing = abs(dot(V, N)); if (blend != 0.5) { blend = clamp(blend, 0.0, 0.99999); blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend); facing = pow(facing, blend); } facing = 1.0 - facing; }