node_refraction_bsdf.osl 1.3 KB

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  1. /*
  2. * Copyright 2011-2013 Blender Foundation
  3. *
  4. * Licensed under the Apache License, Version 2.0 (the "License");
  5. * you may not use this file except in compliance with the License.
  6. * You may obtain a copy of the License at
  7. *
  8. * http://www.apache.org/licenses/LICENSE-2.0
  9. *
  10. * Unless required by applicable law or agreed to in writing, software
  11. * distributed under the License is distributed on an "AS IS" BASIS,
  12. * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  13. * See the License for the specific language governing permissions and
  14. * limitations under the License.
  15. */
  16. #include "stdosl.h"
  17. shader node_refraction_bsdf(color Color = 0.8,
  18. string distribution = "sharp",
  19. float Roughness = 0.2,
  20. float IOR = 1.45,
  21. normal Normal = N,
  22. output closure color BSDF = 0)
  23. {
  24. float f = max(IOR, 1e-5);
  25. float eta = backfacing() ? 1.0 / f : f;
  26. float roughness = Roughness * Roughness;
  27. if (distribution == "sharp")
  28. BSDF = Color * refraction(Normal, eta);
  29. else if (distribution == "beckmann")
  30. BSDF = Color * microfacet_beckmann_refraction(Normal, roughness, eta);
  31. else if (distribution == "GGX")
  32. BSDF = Color * microfacet_ggx_refraction(Normal, roughness, eta);
  33. }