Files
test/source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl
Clément Foucault 71dfcf4558 EEVEE-Next: Remove common lib usage
Replaces all usage by the the gpu_shader_math
equivalent. This is because the old shader
library was quite tangled.

This avoids dependency hell trying to
mix libraries.

Changes are split into isolated commits until
I had to do mass changes because of inter-
dependencies.

Pull Request: https://projects.blender.org/blender/blender/pulls/113631
2023-10-13 17:59:46 +02:00

41 lines
1.0 KiB
GLSL

/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
float c = abs(cosi);
float g = eta * eta - 1.0 + c * c;
float result;
if (g > 0.0) {
g = sqrt(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
result = 0.5 * A * A * (1.0 + B * B);
}
else {
result = 1.0; /* TIR (no refracted component) */
}
return result;
}
float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
return fresnel_dielectric_cos(dot(Incoming, Normal), eta);
}
void node_fresnel(float ior, vec3 N, out float result)
{
N = normalize(N);
vec3 V = coordinate_incoming(g_data.P);
float eta = max(ior, 0.00001);
result = fresnel_dielectric(V, N, (FrontFacing) ? eta : 1.0 / eta);
}