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/*
* 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"
#include "node_fresnel.h"
shader node_glass_bsdf(
color Color = color(0.8, 0.8, 0.8),
string distribution = "Sharp",
float Roughness = 0.2,
float Fresnel = 0.3,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
float f = clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5);
float eta = backfacing()? f: 1.0/f;
float Fr = fresnel_dielectric(I, Normal, eta);
if(distribution == "Sharp")
BSDF = Color*(Fr*reflection(Normal) + (1.0-Fr)*refraction(Normal, eta));
else if(distribution == "Beckmann")
BSDF = Color*(Fr*microfacet_beckmann(Normal, Roughness) + (1.0-Fr)*microfacet_beckmann_refraction(Normal, Roughness, eta));
else if(distribution == "GGX")
BSDF = Color*(Fr*microfacet_ggx(Normal, Roughness) + (1.0-Fr)*microfacet_ggx_refraction(Normal, Roughness, eta));
}
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