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test2/intern/cycles/kernel/osl/nodes/node_fresnel.h

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Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00
float fresnel_dielectric(vector Incoming, normal Normal, float eta)
{
/* compute fresnel reflectance without explicitly computing
the refracted direction */
float c = fabs(dot(Incoming, Normal));
float g = eta * eta - 1 + c * c;
float result;
if(g > 0) {
g = sqrt(g);
float A =(g - c)/(g + c);
float B =(c *(g + c)- 1)/(c *(g - c)+ 1);
result = 0.5 * A * A *(1 + B * B);
}
else
result = 1.0; /* TIR (no refracted component) */
return result;
}
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