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gpu_shader_material_layer_weight.glsl « material « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#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;
}