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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "node_fresnel.h"
#include "stdcycles.h"
shader node_glossy_bsdf(color Color = 0.8,
string distribution = "GGX",
float Roughness = 0.2,
normal Normal = N,
output closure color BSDF = 0)
{
float roughness = Roughness * Roughness;
if (distribution == "sharp")
BSDF = Color * reflection(Normal);
else if (distribution == "beckmann")
BSDF = Color * microfacet_beckmann(Normal, roughness);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx(Normal, roughness);
else if (distribution == "Multiscatter GGX")
BSDF = Color * microfacet_multi_ggx(Normal, roughness, Color);
else
BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), roughness, roughness);
}