Blender  V2.93
node_fresnel.h
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32 
33 float fresnel_dielectric_cos(float cosi, float eta)
34 {
35  /* compute fresnel reflectance without explicitly computing
36  * the refracted direction */
37  float c = fabs(cosi);
38  float g = eta * eta - 1 + c * c;
39  float result;
40 
41  if (g > 0) {
42  g = sqrt(g);
43  float A = (g - c) / (g + c);
44  float B = (c * (g + c) - 1) / (c * (g - c) + 1);
45  result = 0.5 * A * A * (1 + B * B);
46  }
47  else
48  result = 1.0; /* TIR (no refracted component) */
49 
50  return result;
51 }
52 
53 color fresnel_conductor(float cosi, color eta, color k)
54 {
55  color cosi2 = color(cosi * cosi);
56  color one = color(1, 1, 1);
57  color tmp_f = eta * eta + k * k;
58  color tmp = tmp_f * cosi2;
59  color Rparl2 = (tmp - (2.0 * eta * cosi) + one) / (tmp + (2.0 * eta * cosi) + one);
60  color Rperp2 = (tmp_f - (2.0 * eta * cosi) + cosi2) / (tmp_f + (2.0 * eta * cosi) + cosi2);
61  return (Rparl2 + Rperp2) * 0.5;
62 }
sqrt(x)+1/max(0
#define A
#define B
static unsigned c
Definition: RandGen.cpp:97
color fresnel_conductor(float cosi, color eta, color k)
Definition: node_fresnel.h:53
float fresnel_dielectric_cos(float cosi, float eta)
Definition: node_fresnel.h:33
ccl_device_inline float2 fabs(const float2 &a)