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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "stdcycles.h"
shader node_hair_bsdf(color Color = 0.8,
string component = "reflection",
float Offset = 0.0,
float RoughnessU = 0.1,
float RoughnessV = 1.0,
normal Tangent = normal(0, 0, 0),
output closure color BSDF = 0)
{
float roughnessh = clamp(RoughnessU, 0.001, 1.0);
float roughnessv = clamp(RoughnessV, 0.001, 1.0);
float offset = -Offset;
normal T;
float IsCurve = 0;
getattribute("geom:is_curve", IsCurve);
if (isconnected(Tangent)) {
T = Tangent;
}
else if (!IsCurve) {
T = normalize(dPdv);
offset = 0.0;
}
else {
T = normalize(dPdu);
}
if (backfacing() && IsCurve) {
BSDF = transparent();
}
else {
if (component == "reflection")
BSDF = Color * hair_reflection(Ng, roughnessh, roughnessv, T, offset);
else
BSDF = Color * hair_transmission(Ng, roughnessh, roughnessv, T, offset);
}
}
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