Files
test/intern/cycles/kernel/osl/shaders/node_glass_bsdf.osl
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

31 lines
1.2 KiB
Plaintext

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "node_fresnel.h"
#include "stdcycles.h"
shader node_glass_bsdf(color Color = 0.8,
string distribution = "sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
output closure color BSDF = 0)
{
float f = max(IOR, 1e-5);
float eta = backfacing() ? 1.0 / f : f;
float cosi = dot(I, Normal);
float Fr = fresnel_dielectric_cos(cosi, eta);
float roughness = Roughness * Roughness;
if (distribution == "sharp")
BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));
else if (distribution == "beckmann")
BSDF = Color * (Fr * microfacet_beckmann(Normal, roughness) +
(1.0 - Fr) * microfacet_beckmann_refraction(Normal, roughness, eta));
else if (distribution == "Multiscatter GGX")
BSDF = Color * microfacet_multi_ggx_glass(Normal, roughness, eta, Color);
else if (distribution == "GGX")
BSDF = Color * (Fr * microfacet_ggx(Normal, roughness) +
(1.0 - Fr) * microfacet_ggx_refraction(Normal, roughness, eta));
}