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/* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted from Open Shading Language
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011-2022 Blender Foundation. */
float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
float c = fabs(cosi);
float g = eta * eta - 1 + c * c;
float result;
if (g > 0) {
g = sqrt(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1) / (c * (g - c) + 1);
result = 0.5 * A * A * (1 + B * B);
}
else
result = 1.0; /* TIR (no refracted component) */
return result;
}
color fresnel_conductor(float cosi, color eta, color k)
{
color cosi2 = color(cosi * cosi);
color one = color(1, 1, 1);
color tmp_f = eta * eta + k * k;
color tmp = tmp_f * cosi2;
color Rparl2 = (tmp - (2.0 * eta * cosi) + one) / (tmp + (2.0 * eta * cosi) + one);
color Rperp2 = (tmp_f - (2.0 * eta * cosi) + cosi2) / (tmp_f + (2.0 * eta * cosi) + cosi2);
return (Rparl2 + Rperp2) * 0.5;
}
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