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/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

#include "node_fresnel.h"
#include "stdcycles.h"

shader node_glossy_bsdf(color Color = 0.8,
                        string distribution = "GGX",
                        float Roughness = 0.2,
                        normal Normal = N,
                        output closure color BSDF = 0)
{
  float roughness = Roughness * Roughness;

  if (distribution == "sharp")
    BSDF = Color * reflection(Normal);
  else if (distribution == "beckmann")
    BSDF = Color * microfacet_beckmann(Normal, roughness);
  else if (distribution == "GGX")
    BSDF = Color * microfacet_ggx(Normal, roughness);
  else if (distribution == "Multiscatter GGX")
    BSDF = Color * microfacet_multi_ggx(Normal, roughness, Color);
  else
    BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), roughness, roughness);
}